Difference between revisions of "Crusader"

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  | shipimg=Crusader.jpg
 
  | shipname=Crusader
 
  | shipname=Crusader
| caption=Crusader
 
 
  | class=Interceptor
 
  | class=Interceptor
 
  | grouping=Interceptors
 
  | grouping=Interceptors
 
  | hulltype=Executioner Class
 
  | hulltype=Executioner Class
  | faction=Amarr Empire
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  | faction=Amarr Empire  
| race=Amarr
 
| roles=Combat Interceptor
 
 
  | variations={{Ship|Malediction}},{{Ship|Executioner}}
 
  | variations={{Ship|Malediction}},{{Ship|Executioner}}
  | tech=2
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  | tech=2  
| ecmprio=1 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest -->
 
 
  | powergrid=48 MW
 
  | powergrid=48 MW
 
  | cpu=145 tf
 
  | cpu=145 tf

Latest revision as of 18:23, 4 April 2023

EVE University Database
 
Ship Database
Crusader
CornerT2h.png
Crusader
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: 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. On the other hand, their electronic and shield systems tend to be rather limited.

SHIP BONUSES

Interceptors bonuses (per skill level):
15% reduction in Microwarpdrive signature radius penalty
7.5% bonus to Small Energy Turret tracking speed
Amarr Frigate bonuses (per skill level):
10% reduction in Small Energy Turret activation cost
10% bonus to Small Energy Turret damage
Role Bonus:
80% reduction in Propulsion Jamming systems activation cost
100% bonus to the benefits of overheating Afterburners and Microwarpdrives

Required Skills
Training Time what's this?
23d 22h 40m 30s
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
Malediction
Malediction.jpg
CornerT2s.png
Malediction
Interceptors Executioner Class
Icon highlights.pngFast Target Locking Time
Icon hi slot.png3 (3/3) Icon mid slot.png3 Icon low slot.png4
Icon powergrid.png36 MW Icon cpu.png150 tf
Icon velocity.png470 m/sec
Icon capacity.png98 m³
,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

Ship Attributes

Fittings
Powergrid
powergrid
48 MW
CPU
cpu output
145 tf
Capacitor
capacitor
415 GJ
High
high slots
4
Launchers
launcher slots
0
Turrets
turret slots
4
Medium
medium slots
2
Low
low slots
4
Rig
rigs
2
 
small
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
455 m/sec
Inertia Modifier
inertia modifier (agility)
3.2
Warp Speed
inertia modifier (agility)
8 AU/s
Base Time to Warp
base time to warp
4.66 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
No drone bay.
Targeting
Max Tgt. Range
max. targeting range
25.00 km
Max Locked Targets
max. locked targets
5
RADAR Sensor
RADAR sensor strength
10 points
Sig. Radius
signature radius
32 m
Scan Res.
scan resolution
975 mm
Structure
Structure Hitpoints
structure hitpoints
525 HP
Mass
ship mass
1,050,000 kg
Volume
ship volume
28,100 m³
Cargo Capacity
cargo capacity
90 m³
Armor
Armor Hitpoints
armor hitpoints
575 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
35
KIN
kinetic resistance
25
EXP
explosive resistance
30
Shields
Shield Capacity
shield hitpoints
225 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
40
EXP
explosive resistance
60


Summary

Being the Amarr Combat Interceptor, the Crusader is a fierce ship to many other Frigates thanks to its incredible bonuses. Flown mostly as a Scram-kiter, the Crusader has the ability to keep an opponent at range, thanks to its raw speed, and plink away at the enemy's eHP with T2 Scorch ammo, or come in, orbit closely and fry them with IN Multifrequency or IN Gamma with little to no tracking problems.

The Crusader is an excellent ship to fly, for those wishing to take a step up from a Pulse Imperial Navy Slicer or a Pulse Executioner.

Skills

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

Tactics

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

Patch History

Notes

You can write additional notes for Crusader here.