Difference between revisions of "Ashimmu"

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* SHIP ATTRIBUTES SECTION (last update : 2024-11-14)
* SHIP ATTRIBUTES SECTION (last update : 10.08.2011)
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* on editing the attributes, please make sure that you don't
* on editing the attributes, please make sure that you don't  
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* leave/mistype any tags required. please follow the same
* leave/misstype any tags required. please follow the same  
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* format below and edit only the values (after the = sign).
* format below and edit only the values (after the = sign).
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| shipid=17922
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| shipimg=Ashimmu.jpg
|shipid=17922
+
| shipname=Ashimmu
|shipimg=Ashimmu.jpg
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| class=Cruiser
|shipname=Ashimmu
+
| grouping= Pirate Faction Cruisers
|caption=Ashimmu
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| hulltype=Ashimmu Class
|class=Cruiser
+
| faction=Blood Raiders
|grouping=Pirate Faction Ships
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| variations=  
|hulltype=Ashimmu Class
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  | tech=F
|faction=Amarr Empire
 
|race=Amarr
 
|roles=unspecified
 
|variations=none
 
 
|ecmprio=2 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest -->
 
 
|powergrid=1,420 MW
 
|cpu=350 tf
 
|capacitor=1,830 GJ
 
|highs=6
 
|turrets=3
 
|launchers=0
 
|mediums=4
 
|lows=5
 
 
|mass=11,010,000 kg
 
|volume=118,000 m&#179;
 
|cargohold=280 m&#179;
 
 
|dronebay=10 m&#179;
 
|bandwidth=10 Mbit/sec
 
 
|info=In those of the Empire's regions where naughty children are frightened into submission with tales of the Blood Raiders and their gallery of horrors, the terrible spear of the Ashimmu is known by all as a bringer of things worse than death. This is one of the few things that small children and capsule pilots generally agree upon.<br><br>Special Ability: 100% bonus to Medium Energy Turret damage
 
 
|bonuses=<b>Amarr Cruiser Skill Bonus: 15% bonus to Energy Vampire and Energy Neutralizer drain amount per level</b><br><b>Minmatar Cruiser Skill Bonus: 10% bonus to the velocity factor of stasis webifiers per level</b>
 
 
|structurehp=2,325 HP
 
|shieldhp=2,328 HP |shieldem=0 |shieldexp=50 |shieldkin=40 |shieldtherm=20
 
|armorhp=2,625 HP |armorem=50 |armorexp=20 |armorkin=25 |armortherm=35
 
 
|maxvelocity=175 m/s
 
|inertia=0.58
 
|warpspeed=3 AU/s
 
|warptime=8.85 s
 
 
|targetrange=45 km
 
|sigradius=130 m
 
|maxlockedtargets=8
 
|sensortype=RADAR
 
|sensorvalue=19 points
 
|scanres=338 mm
 
 
|reqskills=*Amarr Cruiser II<small>3h 55m</small>
 
**Spaceship Command III<small>4h 26m</small>
 
**Amarr Frigate IV<small>2d 2h 17m</small>
 
*Minmatar Cruiser II<small>3h 55m</small>
 
**Spaceship Command III<small>4h 26m</small>
 
**Minmatar Frigate IV<small>2d 2h 17m</small>
 
|totaltraintime=4d 21h 19m
 
 
|forumlinks=
 
|wikireferences=
 
|externallinks=[http://wiki.eveonline.com/en/wiki/Ashimmu Ashimmu on Eve Online Wiki]<br>
 
 
|highlights1=
 
|highlights2=
 
|highlights3=
 
|highlights4=
 
  
 +
| powergrid=1,300 MW
 +
| cpu=350 tf
 +
| capacitor=1,850 GJ
 +
 +
| highs=5
 +
| turrets=3
 +
| launchers=0
 +
| mediums=4
 +
| lows=6
 +
 +
| mass=11,010,000 kg
 +
| volume=118,000 m³
 +
 +
| cargohold=430 m³
 +
| extraholdtype=
 +
| extrahold=
 +
 +
| dronebay=40 m³
 +
| bandwidth=40 Mbit/sec
 +
 +
| quote= Rjoice, o chosen of God<br>For our blood fills this Valley of Death
 +
| quote_attribution= The Scriptures, Saint Junip 15:11
 +
| info=In those of the Empire's regions where naughty children are frightened into submission with tales of the Blood Raiders and their gallery of horrors, the terrible spear of the Ashimmu is known by all as a bringer of things worse than death.  This is one of the few things that small children and capsule pilots generally agree upon.
 +
| bonuses= <b>Minmatar Cruiser bonuses (per skill level):</b><br>
 +
20% bonus to Stasis Webifier range<br>
 +
'''Amarr Cruiser bonuses (per skill level):'''<br>
 +
15% bonus to Energy Nosferatu and Energy Neutralizer drain amount<br>
 +
'''Role Bonus:'''<br>
 +
100% bonus to Medium Energy Turret damage<br>
 +
•&nbsp;Energy Vampires fitted to this ship will drain targeted ship's capacitor regardless of your own capacitor level
 +
 +
| structurehp=2,325 HP
 +
 +
| armorhp=2,950 HP
 +
| armorem=50
 +
| armortherm=35
 +
| armorkin=25
 +
| armorexp=20
 +
 +
| shieldhp=2,290 HP
 +
| shieldem=0
 +
| shieldtherm=20
 +
| shieldkin=40
 +
| shieldexp=50
 +
 +
| maxvelocity=208 m/sec
 +
| inertia=0.58
 +
| warpspeed=4 AU/s
 +
| warptime=8.85 s
 +
 +
| targetrange=55 km
 +
| maxlockedtargets=7
 +
| sigradius=130 m
 +
| scanres=340 mm
 +
| sensortype=RADAR
 +
| sensorvalue=19 points
 +
 +
| reqskills= * {{RequiredSkill|Minmatar Cruiser|II}}
 +
** {{RequiredSkill|Spaceship Command|II}}
 +
** {{RequiredSkill|Minmatar Destroyer|III}}
 +
*** {{RequiredSkill|Minmatar Frigate|III}}
 +
**** {{RequiredSkill|Spaceship Command|I}}
 +
* {{RequiredSkill|Amarr Cruiser|II}}
 +
** {{RequiredSkill|Spaceship Command|II}}
 +
** {{RequiredSkill|Amarr Destroyer|III}}
 +
*** {{RequiredSkill|Amarr Frigate|III}}
 +
**** {{RequiredSkill|Spaceship Command|I}}
 +
| totaltraintime=1d 20h 12m 10s
 +
 +
| forumlinks=
 +
| wikireferences=
 +
| externallinks=
 +
| highlights1=
 +
| highlights2=
 +
| highlights3=
 +
| highlights4=
 
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}}</onlyinclude> <!-- Template marker : DON'T EDIT LINE -->
  
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==Summary==
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== Summary ==
The Ashimmu suffers from much the same problems as the [[Cruor]] although at least it can fit the essential 4 modules to makes its design work: propulsion, tackle, web and cap booster. The problem arises however that you can't gank it enough to make the resulting tank acceptable, but you also can't tank it enough to make the resulting gank respectable.
+
The Ashimmu suffers from much the same problems as the [[Cruor]] although at least it can fit the essential 4 modules to makes its design work: propulsion, tackle, web and cap booster. The problem arises however that you can't tank it enough to make the resulting tank acceptable, but you also can't tank it enough to make the resulting tank respectable.
 +
 
 +
== Skills ==
 +
''Further information about additional or recommended skills to pilot Ashimmu for a specific or its common role(s) can be written here.''
 +
 
 +
== Tactics ==
 +
The Ashimmu is much cheaper than a neuting Legion and has a better Neuting/Mass ratio except for the eight neut version of the Legion with perfect skills. Its energy vampire bonus also makes it the perfect ship for webbing in w-space capital escalations.
 +
 
 +
== Notes ==
 +
For more information about capacitor warfare and other capacitor warfare using ships see [[Capacitor warfare]].
 +
 
 +
== Patch History ==
 +
{{Expansion past|
 +
'''October 2019 Release - 2019-10-15.1'''
  
==Skills==
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''Every Cruiser, Battlecruiser and Battleship now warps faster than before.''
''Further information about additional or recommended skills to pilot Ashimmu for a specific or it's common role(s) can be written here.''
 
  
==Fitting==
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* Warp Speed increased from 3 AU/s to 4 AU/s (+1 AU/s)
{{Fittings
 
|name=Ashimmu, Shield Incursion
 
|high=
 
Heavy Pulse Laser II<br>
 
Heavy Pulse Laser II<br>
 
Heavy Pulse Laser II<br>
 
Medium Diminishing Power System Drain I<br>
 
Medium Diminishing Power System Drain I<br>
 
Medium Diminishing Power System Drain I
 
|mid=
 
Adaptive Invulnerability Field II<br>
 
EM Ward Field II<br>
 
Large Shield Extender II<br>
 
Federation Navy Stasis Webifier
 
|low=
 
Heat Sink II<br>
 
Heat Sink II<br>
 
Heat Sink II<br>
 
Tracking Enhancer II<br>
 
Damage Control II
 
|charges=
 
Scorch M
 
|drones=
 
Hobgoblin II x2
 
|rigs=
 
Medium Anti-Thermal Screen Reinforcer II<br>
 
Medium Core Defense Field Extender I<br>
 
Medium Core Defense Field Extender I
 
|recommended1=
 
|recommended2=
 
|recommended3=
 
|notes=
 
*Ashimmu has a high price tag comparing to its offensive capability and is not commonly seen in Incursions.
 
*The stasis webifier bonus on an Ashimmu makes it suitable for anti-frigate roles in Incursion Vanguard fleets.
 
*Lack of shield HP and shield resist is compensated by its small signature radius and decent speed.
 
*Ashimmu does not have range bonus on its guns, so the use of T2 Scorch ammo is highly recommended. Scorch M guarantees this fit a reasonable range of 26+6.5 with all V skills, which is enough for Vanguard sites.
 
*Three medium energy vampires greatly help the cap stability of the fit, though it requires constant micro-management.
 
*Fitting overall is very similar to that of an Incursion Vigilant.
 
}}{{Fittings
 
|name=Ashimmu, Armor Incursion
 
|high=
 
Heavy Pulse Laser II<br>
 
Heavy Pulse Laser II<br>
 
Heavy Pulse Laser II<br>
 
Medium Diminishing Power System Drain I<br>
 
Medium Diminishing Power System Drain I<br>
 
Medium Diminishing Power System Drain I
 
|mid=
 
Tracking Computer II, Optimal Range Script<br>
 
Tracking Computer II, Tracking Speed Script<br>
 
Federation Navy Stasis Webifier<br>
 
10MN Afterburner II
 
|low=
 
1600mm Reinforced Rolled Tungsten Plates I<br>
 
Energized Adaptive Nano Membrane II<br>
 
Energized Adaptive Nano Membrane II<br>
 
Heat Sink II<br>
 
Heat Sink II
 
|charges=
 
Scorch M, Conflagration M
 
|drones=
 
Hobgoblin II x2
 
|rigs=
 
Medium Anti-Explosive Pump II<br>
 
Medium Trimark Armor Pump I<br>
 
Medium Trimark Armor Pump I
 
|recommended1=
 
|recommended2=
 
|recommended3=
 
|notes=
 
*Ashimmu has a high price tag comparing to its offensive capability and is not commonly seen in Incursions.
 
*The stasis webifier bonus on an Ashimmu makes it suitable for anti-frigate roles in Incursion Vanguard fleets.
 
*Lack of armor HP and Kinetic/Explosive armor resist is compensated by its very small signature radius and speed tank with an afterburner.
 
*Ashimmu does not have range bonus on its guns, so the use of T2 Scorch ammo is highly recommended. Scorch M guarantees this fit a reasonable range of 26+6.5, which is enough for Vanguard sites. Alternatively, the afterburner allows the effective use of short range Conflagration or Multifrequency ammo with a range of 8.6+6.5 and much higher dps. All range stats are data when piloted with all V skills.
 
*Three medium energy vampires greatly help the cap stability of the fit, though it requires constant micro-management.
 
*Fitting overall is very similar to that of an Incursion Vigilant.
 
 
}}
 
}}
  
==Tactics==
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{{ShipsMatrix|expgroup=pirates}}
''No sub-article about Ashimmu roles or piloting tactics. You can write them here.''
 
 
 
==Notes==
 
For more information about capacitor warfare and other capacitor warfare using ships see the [[Capacitor Warfare Guide]].
 
  
{{ShipsMatrix}}
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[[Category:Ship Database]]
[[Category:Database]][[Category:Ship Database]][[Category:Pirate Faction Ships]]
+
[[Category:Pirate Faction Ships]]
 +
[[Category:Pirate Faction Cruisers]]

Latest revision as of 17:26, 14 November 2024

EVE University Database
 
Ship Database
Ashimmu
CornerTFh.png
Ashimmu
Blood Raiders
Blood Raiders
Pirate Faction Cruisers
Ashimmu Class
RELATED UNI-WIKI REFERENCES
Rjoice, o chosen of God
For our blood fills this Valley of Death
– The Scriptures, Saint Junip 15:11


In those of the Empire's regions where naughty children are frightened into submission with tales of the Blood Raiders and their gallery of horrors, the terrible spear of the Ashimmu is known by all as a bringer of things worse than death. This is one of the few things that small children and capsule pilots generally agree upon.

SHIP BONUSES

Minmatar Cruiser bonuses (per skill level):
20% bonus to Stasis Webifier range
Amarr Cruiser bonuses (per skill level):
15% bonus to Energy Nosferatu and Energy Neutralizer drain amount
Role Bonus:
100% bonus to Medium Energy Turret damage
• Energy Vampires fitted to this ship will drain targeted ship's capacitor regardless of your own capacitor level

Required Skills
Training Time what's this?
1d 20h 12m 10s
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
none

Ship Attributes

Fittings
Powergrid
powergrid
1,300 MW
CPU
cpu output
350 tf
Capacitor
capacitor
1,850 GJ
High
high slots
5
Launchers
launcher slots
0
Turrets
turret slots
3
Medium
medium slots
4
Low
low slots
6
Rig
rigs
3
 
medium
Calibration
calibration
350
Navigation
Max Velocity
max. velocity
208 m/sec
Inertia Modifier
inertia modifier (agility)
0.58
Warp Speed
inertia modifier (agility)
4 AU/s
Base Time to Warp
base time to warp
8.85 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
40 m³
Drone Bandwidth
drone bandwidth
40 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
55 km
Max Locked Targets
max. locked targets
7
RADAR Sensor
RADAR sensor strength
19 points
Sig. Radius
signature radius
130 m
Scan Res.
scan resolution
340 mm
Structure
Structure Hitpoints
structure hitpoints
2,325 HP
Mass
ship mass
11,010,000 kg
Volume
ship volume
118,000 m³
Cargo Capacity
cargo capacity
430 m³
Armor
Armor Hitpoints
armor hitpoints
2,950 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
35
KIN
kinetic resistance
25
EXP
explosive resistance
20
Shields
Shield Capacity
shield hitpoints
2,290 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
40
EXP
explosive resistance
50


Summary

The Ashimmu suffers from much the same problems as the Cruor although at least it can fit the essential 4 modules to makes its design work: propulsion, tackle, web and cap booster. The problem arises however that you can't tank it enough to make the resulting tank acceptable, but you also can't tank it enough to make the resulting tank respectable.

Skills

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

Tactics

The Ashimmu is much cheaper than a neuting Legion and has a better Neuting/Mass ratio except for the eight neut version of the Legion with perfect skills. Its energy vampire bonus also makes it the perfect ship for webbing in w-space capital escalations.

Notes

For more information about capacitor warfare and other capacitor warfare using ships see Capacitor warfare.

Patch History