Difference between revisions of "Legion"

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  <!-----------------------------------------------------------
 
  <!-----------------------------------------------------------
  * SHIP ATTRIBUTES SECTION (last update : 5/30/2014)
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  * SHIP ATTRIBUTES SECTION (last update : 2020-04-15)
 
  -------------------------------------------------------------
 
  -------------------------------------------------------------
 
  * on editing the attributes, please make sure that you don't
 
  * on editing the attributes, please make sure that you don't
  * leave/misstype any tags required. please follow the same
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  * leave/mistype any tags required. please follow the same
 
  * format below and edit only the values (after the = sign).
 
  * format below and edit only the values (after the = sign).
 
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  | shipimg=Legion.jpg
 
  | shipimg=Legion.jpg
 
  | shipname=Legion
 
  | shipname=Legion
| caption=Legion
 
 
  | class=Strategic Cruiser
 
  | class=Strategic Cruiser
 
  | grouping=Strategic Cruisers
 
  | grouping=Strategic Cruisers
 
  | hulltype=Legion Class
 
  | hulltype=Legion Class
  | faction=Amarr Empire
+
  | faction=Amarr Empire  
| race=Amarr
 
| roles=unspecified
 
 
  | variations=<i>none</i>
 
  | variations=<i>none</i>
  | tech=3
+
  | tech=3  
| ecmprio=3 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest -->
+
  | powergrid=625 MW
  | powergrid=0 MW
+
  | cpu=200 tf
  | cpu=0 tf
+
  | capacitor=1,800 GJ
  | capacitor=100 GJ
 
 
  | highs=0
 
  | highs=0
 
  | turrets=0
 
  | turrets=0
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  | mediums=0
 
  | mediums=0
 
  | lows=0
 
  | lows=0
  | mass=6,815,000 kg
+
  | mass=14,500,000 kg
  | volume=118,000 m&#179;
+
  | volume=118,000
  | cargohold=0 m&#179;
+
  | cargohold=400 m³
  | extrahold=
+
  | extrahold=120 m³
  | extraholdtype=
+
  | extraholdtype=Subsystem Hold
  | dronebay=
+
  | dronebay=0-200 m³
  | bandwidth=
+
  | bandwidth=0-50 Mbit/sec
 
  | info=Revelation burrows through the material world, devours creation's soil, digests the thoughtless void, and produces significance with God's grace. From emptiness comes meaning, essence from existence, soul from matter.<br><br>Is God through the wormhole? Did God grant us this boon, this new technology, a revelation from on high? These weapons are God's new prophecy, domain, and blessing. Let us use God's grace and prepare New Eden. We are God's soldiers, weapons, glory. Our people are God's army. Together, we are the legion.<br><br>    -<i>The Heresies of Hinketsu</i><br>
 
  | info=Revelation burrows through the material world, devours creation's soil, digests the thoughtless void, and produces significance with God's grace. From emptiness comes meaning, essence from existence, soul from matter.<br><br>Is God through the wormhole? Did God grant us this boon, this new technology, a revelation from on high? These weapons are God's new prophecy, domain, and blessing. Let us use God's grace and prepare New Eden. We are God's soldiers, weapons, glory. Our people are God's army. Together, we are the legion.<br><br>    -<i>The Heresies of Hinketsu</i><br>
  | bonuses=<b>Amarr Defensive Systems bonuses (per skill level):</b><br>&bull;&nbsp;bonus to all Amarr Defensive Systems effectiveness<br><b>Amarr Electronic Systems bonuses (per skill level):</b><br>&bull;&nbsp;bonus to all Amarr Electronic Systems effectiveness<br><b>Amarr Offensive Systems bonuses (per skill level):</b><br>&bull;&nbsp;bonus to all Amarr Offensive Systems effectiveness<br><b>Amarr Propulsion Systems bonuses (per skill level):</b><br>&bull;&nbsp;bonus to all Amarr Propulsion Systems effectiveness<br><b>Amarr Engineering Systems bonuses (per skill level):</b><br>&bull;&nbsp;bonus to all Amarr Engineering Systems effectiveness<br><b>Amarr Strategic Cruiser bonuses (per skill level):</b><br>5% reduction in module heat damage amount taken<br>
+
  | bonuses=<b>Amarr Defensive Systems bonuses (per skill level):</b><br>&nbsp;bonus to all Amarr Defensive Systems effectiveness<br>
  | structurehp=1,954 HP
+
'''Amarr Offensive Systems bonuses (per skill level):'''<br>&nbsp;bonus to all Amarr Offensive Systems effectiveness<br>
  | shieldhp=100 HP
+
'''Amarr Propulsion Systems bonuses (per skill level):'''<br>&nbsp;bonus to all Amarr Propulsion Systems effectiveness<br>
 +
'''Amarr Core Systems bonuses (per skill level):'''<br>&nbsp;bonus to all Amarr Engineering Systems effectiveness<br>
 +
'''Amarr Strategic Cruiser bonuses (per skill level):'''<br>•&nbsp;5% reduction in module heat damage amount taken<br>&nbsp;10% bonus to nanite repair paste repair speed<br>
 +
'''Role Bonus:'''<br>•&nbsp;99% reduction in Scan Probe Launcher CPU requirements<br>•&nbsp;Rigs may be removed from this ship without being destroyed
 +
  | structurehp=1,800 HP
 +
  | shieldhp=1,800 HP
 
  | shieldem=0
 
  | shieldem=0
  | shieldexp=0
+
  | shieldtherm=20
  | shieldkin=0
+
  | shieldkin=55
  | shieldtherm=0
+
  | shieldexp=75
  | armorhp=100 HP
+
  | armorhp=2,900 HP
  | armorem=0
+
  | armorem=50
  | armorexp=0
+
  | armortherm=35
  | armorkin=0
+
  | armorkin=44
  | armortherm=0
+
  | armorexp=60
  | maxvelocity=10 m/sec
+
  | maxvelocity=185 m/sec
  | inertia=0.41
+
  | inertia=0.52
  | warpspeed=3 AU/s
+
  | warpspeed=4 AU/s
  | warptime=3.87 s
+
  | warptime=10.45 s
  | targetrange=0.00 km
+
  | targetrange=70.00 km
  | sigradius=150 m
+
  | sigradius=170 m
  | maxlockedtargets=5
+
  | maxlockedtargets=6
 
  | sensortype=RADAR
 
  | sensortype=RADAR
  | sensorvalue=0 points
+
  | sensorvalue=17 points
  | scanres=0 mm
+
  | scanres=230 mm
 
  | reqskills=*{{RequiredSkill|Amarr Strategic Cruiser|I}}
 
  | reqskills=*{{RequiredSkill|Amarr Strategic Cruiser|I}}
**{{RequiredSkill|Amarr Cruiser|V}}
+
** {{RequiredSkill|Amarr Cruiser|V}}
***{{RequiredSkill|Spaceship Command|II}}
+
*** {{RequiredSkill|Spaceship Command|II}}
***{{RequiredSkill|Amarr Destroyer|III}}
+
*** {{RequiredSkill|Amarr Destroyer|III}}
****{{RequiredSkill|Amarr Frigate|III}}
+
**** {{RequiredSkill|Amarr Frigate|III}}
*****{{RequiredSkill|Spaceship Command|I}}
+
***** {{RequiredSkill|Spaceship Command|I}}
*{{RequiredSkill|Amarr Defensive Systems|I}}
+
* {{RequiredSkill|Amarr Defensive Systems|I}}
**{{RequiredSkill|Mechanics|V}}
+
** {{RequiredSkill|Mechanics|V}}
**{{RequiredSkill|Shield Operation|III}}
+
** {{RequiredSkill|Shield Operation|III}}
***{{RequiredSkill|Power Grid Management|I}}
+
*** {{RequiredSkill|Power Grid Management|I}}
*{{RequiredSkill|Amarr Electronic Systems|I}}
+
* {{RequiredSkill|Amarr Core Systems|I}}
**{{RequiredSkill|CPU Management|V}}
+
** {{RequiredSkill|Power Grid Management|V}}
*{{RequiredSkill|Amarr Engineering Systems|I}}
+
* {{RequiredSkill|Amarr Offensive Systems|I}}
**{{RequiredSkill|Power Grid Management|V}}
+
** {{RequiredSkill|Gunnery|V}}
*{{RequiredSkill|Amarr Offensive Systems|I}}
+
** {{RequiredSkill|Drones|III}}
**{{RequiredSkill|Gunnery|V}}
+
* {{RequiredSkill|Amarr Propulsion Systems|I}}
**{{RequiredSkill|Drones|III}}
+
** {{RequiredSkill|Navigation|V}}
*{{RequiredSkill|Amarr Propulsion Systems|I}}
 
**{{RequiredSkill|Navigation|V}}
 
  
 
  | totaltraintime=60d 11h 3m 50s
 
  | totaltraintime=60d 11h 3m 50s
 
  | forumlinks=
 
  | forumlinks=
 
  | wikireferences=
 
  | wikireferences=
  | externallinks=[http://wiki.eveonline.com/en/wiki/Legion Legion on Eve Online Wiki]
+
  | externallinks=
 
  | highlights1=
 
  | highlights1=
 
  | highlights2=
 
  | highlights2=
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------------------------------------------------------------------------------------------->
 
------------------------------------------------------------------------------------------->
  
==Summary==
+
== Summary ==
The Legion is the Amarr [[Strategic Cruiser]]. The legion is very popular in incursions for its ability to do outstanding damage at well over 20km when fit with pulse lasers with scorch ammo. Like other Tech 3 Strategic Cruisers, it is also popular in wormholes because of its Battleship level tank and high damage in a cruiser sized package. Similar to other Amarr ships, it doesn't have the highest DPS, but its projection is higher than that of similar ships. For example, when compared to the Proteus, it does less damage, but it has nearly triple the optimal with short range ammo. Neuting Legion is also quite popular thanks to neuting subsystem and large Amarr cap.
+
The '''Legion''' is the Amarr [[Strategic Cruiser]]. Like other Tech 3 Strategic Cruisers, it is a highly flexible ship that can be reconfigured for a variety of roles. It can deal damage using lasers, missiles, or drones; it can mount an outsized armour tank for a cruiser-class hull; it can be configured to warp cloaked like a [[Covert Ops|covert ops]] ship or a [[Recon Ships|Force Recon]], and it can be given bonuses for [[capacitor warfare]] like those of the [[Curse]] and [[Pilgrim]].
  
==Skills==
+
== Skills ==
To fly a Legion (or any other Tech 3 Cruiser for that matter), you will want a strong set of core skills (Power Grid Management 5, CPU Management 5, Weapon Upgrades 5, Gunnery 5, etc). Some of these skills are already included in the prerequisites, but there are some skills that are not technically required to fly it that are HIGHLY recommended before flying. Among these are :
 
  
*T2 Armor Tanking - Hull Upgrades 5, Armor Compensations at least to 3 (preferably 4) - ABSOLUTELY MANDATORY!
+
As an expensive, advanced ship, the Legion demands excellent general [[support skills]] and [[fitting skills]]. Pilots should seriously consider training {{sk|Amarr Strategic Cruiser}} and all of the [[Skills:Subsystems#Amarr Subsystems|relevant subsystem skills]] to at least IV before undocking the Legion. The subsystem skills are short trains, and getting them to V should be an early priority, and possibly something pilots should do before their first Legion. All Strategic Cruisers have hefty bonuses for [[overheating]], and polishing overheating skills up will help with this.
  
*Fitting Skills - Power Grid Management and CPU Management 5 are prerequisites. It is also recommended to have Weapon Upgrades to 5 (for Advanced Weapon Upgrades[AWU]), and AWU to at least 3 or 4
+
== Tactics ==
  
*Strategic Cruiser Skills - Amarr Strategic Cruiser at least 3 and Defensive Subsystem 5 are essential. For DPS Legions Offensive Subsystem 5 is recommended, neut Legions should have Electronics Subsystem 5.
+
Fitting and tactical approaches to the Legion vary wildly depending on the subsystem mix. For damage-dealing, energy turret and missile fits are very viable; though the Assault Optimization subsystem bonuses drones, drones are not normally used as the Legion's primary weapon, and this bonus should be treated as icing on the cake.
  
*T2 Lasers - Medium Energy Turret 5, Medium Pulse Specialization 3 - This is not mandatory, but access to Scorch ammo could be very important to flying this ship effectively as a HAC style ship.
+
== Subsystems ==
 +
Like other Strategic Cruisers, many of the stats of the Legion are determined by what subsystems are installed. The Legion requires one subsystem from each of the Core, Defensive, Offensive, and Propulsion subsystems. Each category has three options, offering different bonuses and stats to the Legion.
  
*Cap Skills - In addition to being useful for lasers, these are good for neuting Legions as well. Capacitor Management 4 and Capacitor System Operation 5 are recommended. If you plan to do neuting Legion, look at having Capacitor Emission Systems to 4 or 5, and finishing off Capacitor Management 5.
+
==== [[File:Icon_core_subsystem.png|32px|link=]] Core ====
  
*Gunnery Support Skills - Try to have all applicable gunnery supports up to at least 4, especially Controlled Bursts (Cap is life!) Again these are not necessarily needed, but highly recommended.
+
{| class="wikitable collapsible collapsed"
 +
! Name !! Amarr Core Subsystems bonus (per skill level) !! Role Bonus !! Additional Base Stats
 +
|-
 +
|  '''{{co|wheat|Augmented Antimatter Reactor}}''' || '''5%''' bonus to capacitor recharge time<br>'''3%''' bonus to energy warfare resistance || 20% bonus to ship power output || +1 Mid Slot, +3 Low Slots<br>+50GJ Capacitor Capacity
 +
|-
 +
|  '''{{co|wheat|Dissolution Sequencer}}''' || '''15%''' bonus to ship sensor strength<br>'''5%''' bonus to max targeting range<br>'''15%''' bonus to scan resolution || || +2 Mid Slots, +2 Low Slots<br>+1 max locked target
 +
|-
 +
|  '''{{co|wheat|Energy Parasitic Complex}}''' || '''10%''' bonus to Energy Nosferatu and Energy Neutralizer drain amount<br>'''10%''' bonus to the benefits of overheating Energy Nosferatu and Energy Neutralizer modules<br>'''5%''' reduction in module damage from overheating || 50% reduction in the PWG and CPU requirements for Energy Nosferatu and Energy Neutralizer modules || +2 Mid Slots, +2 Low Slots<br>+50GJ Capacitor Capacity
 +
|}
  
*Other PvP Skills: Legion is bonused to reduce heat damage, and requires Power Grid Management 5. Thermodynamics up a few levels (at least 3) is a no brainer. Skills in the Navigation set such as Evasive Maneuvering, Acceleration Control, etc, are important for moving about the battlefield, and can help with tanking as well. In addition T2 warp disruption (including scrams) are a quick train and definitely worth the time if you haven't gotten them already
+
==== [[File:Icon_defensive_subsystem.png|32px|link=]] Defensive ====
  
*If you want to do Missile Legion, you'll want good missile skills in addition to or instead of gunnery skills.
+
{| class="wikitable collapsible collapsed"
 +
! Name !! Amarr Defensive Subsystems bonus (per skill level) !! Role Bonus !! Additional Base Stats
 +
|-
 +
| '''{{co|wheat|Augmented Plating}} || '''5%''' bonus to all armor hitpoints<br>'''5%''' bonus to the benefits of overheating armor hardeners || || +1 Mid Slot, +3 Low Slots<br>+1000 Armor HP<br>+10m Signature Radius
 +
|-
 +
| '''{{co|wheat|Covert Reconfiguration}}''' || '''10%''' bonus to Core and Combat Scanner Probe strength<br>'''7.5%''' bonus to Armor Repairer effectiveness<br>'''7.5%''' bonus to the benefits of overheating Armor Repairers || 100% reduction in Cloaking Devices CPU requirement<br>10+ bonus to Relic and Data Analyzer virus strength<br>Can fit Covert Ops Cloaking Device and Covert Cynosural Field Generator<br>Cloak reactivation delay reduced to 5 seconds || +1 High Slot, +1 Mid Slot, +2 Low Slots<br>+300 Shield HP, +600 Hull HP<br>+200GJ Capacitor Capacity<br>+5m Signature Radius<br>+30m3 Cargo Capacity
 +
|-
 +
| '''{{co|wheat|Nanobot Injector}}''' || '''10%''' bonus to Armor Repairer effectiveness<br>'''10%''' bonus to the benefits of overheating Armor Repairers ||  || +2 Mid Slots, +2 Low Slots<br>+100 Shield HP, +500 Armor HP<br>+300GJ Capacitor Capacity
 +
|}
  
==Fitting==
+
==== [[File:Icon_offensive_subsystem.png|32px|link=]] Offensive ====
For more info on fittings, please go [[Legion/Fittings|here]]
 
  
==Tactics==
+
{| class="wikitable collapsible collapsed"
 +
! Name !! Amarr Offensive Subsystems bonus (per skill level) !! Role Bonus !! Additional Base Stats
 +
|-
 +
| '''{{co|wheat|Assault Optimization}}''' || '''5%''' bonus to Light Missile, Heavy Missile, and Heavy Assault Missile damage<br>'''5%''' bonus to Rapid Light Missile, Heavy Missile and Heavy Assault Missile Launcher rate of fire<br>'''10%''' bonus to Drone damage and hitpoints || 25% reduction in the PWG and CPU fitting costs of Rapid Light Missile, Heavy Missile and Heavy Assault Missile Launchers || +7 High Slots, +5 Launcher Hardpoints<br>+200 PWG, +150 CPU<br>+50mbit Drone Bandwidth, +200m3 Drone Bay
 +
|-
 +
| '''{{co|wheat|Liquid Crystal Magnifiers}}''' || '''10%''' reduction in Medium Energy Turret activation cost<br>'''10%''' bonus to Medium Energy Turret damage<br>'''10%''' bonus to Medium Energy Turret optimal range || 25% reduction in the PWG and CPU fitting costs of Medium Energy Turrets || +7 High Slots, +6 Turret Hardpoints<br>+400 PWG, +90 CPU<br>+100GJ Capacitor Capacity
 +
|-
 +
| '''{{co|wheat|Support Processor}}''' || '''2%''' bonus to Armored Command, Information Command, and Skirmish Command burst strength and duration<br>'''5%''' reduction in Remote Armor Repairer activation cost<br>'''10%''' bonus to the benefits of overheating Remote Armor Repairer modules || 75% reduction in the PWG and CPU fitting costs of Medium Remote Armor Repairer modules<br>95% reduction in the PWG and CPU fitting costs of Command Burst modules<br>20% bonus to Remote Armor Repairer optimal range<br>1150% bonus to Remote Armor Repairer falloff<br>Can use one Command Burst module<br>50% bonus to Command Burst area of effect range || +7 High Slots, +4 Turret Hardpoints<br>+100GJ Capacitor Capacity<br>+25mbit Drone Bandwidth, +75m3 Drone Bay<br>+1 max locked target
 +
|}
  
AHAC Legion:  
+
==== [[File:Icon_propulsion_subsystem.png|32px|link=]] Propulsion ====
  
*Your main advantage over other AHAC T3s is damage '''''projection''''', use this to your advantage to start applying damage immediately onto distant targets the fleet needs to burn to.
+
{| class="wikitable collapsible collapsed"
 +
! Name !! Amarr Propulsion Subsystems bonus (per skill level) !! Role Bonus !! Additional Base Stats
 +
|-
 +
| '''{{co|wheat|Intercalated Nanofibers}}''' || '''5%''' bonus to ship agility<br>'''5%''' bonus to max velocity || || +2 Low Slots
 +
|-
 +
| '''{{co|wheat|Interdiction Nullifier}}''' || '''10%''' bonus to warp velocity and acceleration<br>'''15%''' reduction in capacitor need when initiating warp || 80% reduction in Interdiction Nullifier reactivation delay and max lock range penalty<br>100% bonus to Interdiction Nullifier duration || +1 Low Slot<br>+0.1 Inertia Modifier<br>-20km Max Targeting Range<br>+20m Signature Radius
 +
|-
 +
| '''{{co|wheat|Wake Limiter}}''' || '''10%''' bonus to Afterburner velocity bonus<br>'''10%''' reduction in Microwarpdrive signature radius penalty || || +1 Mid Slot, +1 Low Slot
 +
|}
  
*Try to stay somewhat at your optimal to make sure you don't have any tracking issues. For example if you are engaging a close by hostile, try to stay 7.5-10km away when possible to reduce the amount of tracking your guns need and ensure clean hits.
+
== Notes ==
  
Neuting Legion:
+
The Legion might just be named after the legions of Imperial Rome, but given the many-formed characteristics of the ship, CCP's staff might also have taken the name from the multitude of demons exorcised by Jesus in the story of the Gerasene demoniac, who say "My name is Legion: for we are many" (Mark 5:9). This is consistent with the religious theme of Amarr ships.
  
*How you play this will depend on the situation and fit. Ideally, you want a guardian or carrier cap feeding you to free up midslots.
+
== Patch History ==
 +
{{Expansion past|width= 45%
 +
|'''Version 19.04 - Build: 1903677 - 2021-05-18.1''' - ''Great Escape Update'' ([https://www.eveonline.com/news/view/patch-notes-version-19-04 Patch Notes])
 +
* All configurations gain access to active interdiction with the new Interdiction Nullifer module
 +
*[[File:Icon_propulsion_subsystem.png|32px|link=]] '''Interdiction Nullifier'''
 +
** Passive interdiction nullification removed
 +
** New role bonuses:
 +
*** 80% reduction in Interdiction Nullifier reactivation delay and max lock range penalty
 +
*** 100% bonus to Interdiction Nullifier duration
  
*Remember to use the least amount of neuts possible. Once your target is dry, assuming they have no cap feed or injection, turn off about half of your neuts and place them somewhere else. Once someone is empty, it's much easier to keep them down unless they have a cap booster or ET going to them. This will allow you to not only keep down your primary neut target, but also be a nuisance to others as well.
+
'''18.04 Release - Build: 1706308 - 2020-04-15''' - ''"Surgical Strike" Update'' ([https://www.eveonline.com/news/view/patch-notes-for-18-04-release Patch Notes])
 +
* Powergrid reduced from 700 MW to 625 MW (-75 MW)
  
*Good neut targets are Logistics, boosting ships, HICs, caphungry DPS (Lasers, Blasters), EWAR when in range and tackle.
+
'''October 2019 Release - 2019-10-15.1'''
  
*If you are without a cap feed, you will have to watch your cap extra carefully. Try to limit MWD use where at all possible, and keep an eye on your capacitor level.
+
''Every Cruiser, Battlecruiser and Battleship now warps faster than before.''
  
*Swap your drones depending on how things are going. Your FC will probably have orders regarding EC drones, otherwise DPS drones are useful for helping kill the damage primary. You may also want to swap to ECM or damage drones on someone harassing you depending on the situation.
+
* Warp Speed increased from 3 AU/s to 4 AU/s (+1 AU/s)
  
*Remember that if needed, you can neut out many types of small tackle so you can get out
+
'''July 2017 Release - Released 2017-07-11'''
 +
* Tech 3 Strategic Cruisers have been rebalanced. Details of the goals behind this change can be found in this [https://www.eveonline.com/news/view/strategic-cruisers-and-you devblog].
 +
* The available subsystems have been condensed into a smaller number of more powerful and useful choices.
 +
* Strategic Cruisers now have four subsystem slots (reduced from five) with three choices in each slot (reduced from 4)
 +
* Rigs can now be freely removed from Strategic Cruisers without destroying them.
 +
* All Strategic Cruisers have received a dedicated subsystem bay so they can carry alternate configurations along with them on their adventures
 +
* Each of the Strategic Cruiser hulls and subsystems have been rebalanced. All the details can be found in the following forum thread: https://meta.eveonline.com/t/july-release-strategic-cruisers/8414/3
 +
* New Base Stats:
 +
:*Slot layout: 0H, 0M, 0L; 0 turrets, 0 launchers
 +
:*3 Rig Slots, 400 Calibration
 +
:*Fittings: 700 PWG, 220 CPU
 +
:*Defense (shields / armor / hull) : 1800 / 2900 / 1800
 +
:*Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 55 / 75
 +
:*Base armor resistances (EM/Therm/Kin/Exp): 50 / 35 / 43.75 / 60
 +
:*Capacitor (amount / recharge rate / average cap per second) : 1800 / 450 / 4
 +
:*Mobility (max velocity / agility / mass / align time): 185 / 0.52 / 14,500,000 / 10.45s
 +
:*Warp Speed: 3 au/s
 +
:*Drones (bandwidth / bay): 0 / 0
 +
:*Targeting (max targeting range / Scan Resolution / Max Locked targets): 70km / 230 / 6
 +
:*Sensor strength: 17 Radar
 +
:*Signature radius: 170
 +
:*Cargo capacity: 400
 +
:*Subsystem Bay: 120
 +
}}
  
==Notes==
+
{{ShipsMatrix|expgroup=cruisers}}
''You can write additional notes for Legion here.''
 
  
{{ShipsMatrix}}
+
[[Category:Ship Database]]
[[Category:Database]][[Category:Ship Database]][[Category:Strategic Cruisers]]
+
[[Category:Strategic Cruisers]]

Latest revision as of 18:26, 4 April 2023

EVE University Database
 
Ship Database
Legion
CornerT3h.png
Legion
Amarr Empire
Amarr Empire
Strategic Cruisers
Legion Class
RELATED UNI-WIKI REFERENCES

Revelation burrows through the material world, devours creation's soil, digests the thoughtless void, and produces significance with God's grace. From emptiness comes meaning, essence from existence, soul from matter.

Is God through the wormhole? Did God grant us this boon, this new technology, a revelation from on high? These weapons are God's new prophecy, domain, and blessing. Let us use God's grace and prepare New Eden. We are God's soldiers, weapons, glory. Our people are God's army. Together, we are the legion.

-The Heresies of Hinketsu

SHIP BONUSES

Amarr Defensive Systems bonuses (per skill level):
• bonus to all Amarr Defensive Systems effectiveness
Amarr Offensive Systems bonuses (per skill level):
• bonus to all Amarr Offensive Systems effectiveness
Amarr Propulsion Systems bonuses (per skill level):
• bonus to all Amarr Propulsion Systems effectiveness
Amarr Core Systems bonuses (per skill level):
• bonus to all Amarr Engineering Systems effectiveness
Amarr Strategic Cruiser bonuses (per skill level):
• 5% reduction in module heat damage amount taken
• 10% bonus to nanite repair paste repair speed
Role Bonus:
• 99% reduction in Scan Probe Launcher CPU requirements
• Rigs may be removed from this ship without being destroyed

Required Skills
Training Time what's this?
60d 11h 3m 50s
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
none

Ship Attributes

Fittings
Powergrid
powergrid
625 MW
CPU
cpu output
200 tf
Capacitor
capacitor
1,800 GJ
High
high slots
0
Launchers
launcher slots
0
Turrets
turret slots
0
Medium
medium slots
0
Low
low slots
0
Rig
rigs
3
 
medium
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
185 m/sec
Inertia Modifier
inertia modifier (agility)
0.52
Warp Speed
inertia modifier (agility)
4 AU/s
Base Time to Warp
base time to warp
10.45 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
0-200 m³
Drone Bandwidth
drone bandwidth
0-50 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
70.00 km
Max Locked Targets
max. locked targets
6
RADAR Sensor
RADAR sensor strength
17 points
Sig. Radius
signature radius
170 m
Scan Res.
scan resolution
230 mm
Structure
Structure Hitpoints
structure hitpoints
1,800 HP
Mass
ship mass
14,500,000 kg
Volume
ship volume
118,000 m³
Cargo Capacity
cargo capacity
400 m³
Subsystem Hold Capacity
capacity
120 m³
Armor
Armor Hitpoints
armor hitpoints
2,900 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
35
KIN
kinetic resistance
44
EXP
explosive resistance
60
Shields
Shield Capacity
shield hitpoints
1,800 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
55
EXP
explosive resistance
75


Summary

The Legion is the Amarr Strategic Cruiser. Like other Tech 3 Strategic Cruisers, it is a highly flexible ship that can be reconfigured for a variety of roles. It can deal damage using lasers, missiles, or drones; it can mount an outsized armour tank for a cruiser-class hull; it can be configured to warp cloaked like a covert ops ship or a Force Recon, and it can be given bonuses for capacitor warfare like those of the Curse and Pilgrim.

Skills

As an expensive, advanced ship, the Legion demands excellent general support skills and fitting skills. Pilots should seriously consider training Amarr Strategic Cruiser and all of the relevant subsystem skills to at least IV before undocking the Legion. The subsystem skills are short trains, and getting them to V should be an early priority, and possibly something pilots should do before their first Legion. All Strategic Cruisers have hefty bonuses for overheating, and polishing overheating skills up will help with this.

Tactics

Fitting and tactical approaches to the Legion vary wildly depending on the subsystem mix. For damage-dealing, energy turret and missile fits are very viable; though the Assault Optimization subsystem bonuses drones, drones are not normally used as the Legion's primary weapon, and this bonus should be treated as icing on the cake.

Subsystems

Like other Strategic Cruisers, many of the stats of the Legion are determined by what subsystems are installed. The Legion requires one subsystem from each of the Core, Defensive, Offensive, and Propulsion subsystems. Each category has three options, offering different bonuses and stats to the Legion.

Icon core subsystem.png Core

Icon defensive subsystem.png Defensive

Icon offensive subsystem.png Offensive

Icon propulsion subsystem.png Propulsion

Notes

The Legion might just be named after the legions of Imperial Rome, but given the many-formed characteristics of the ship, CCP's staff might also have taken the name from the multitude of demons exorcised by Jesus in the story of the Gerasene demoniac, who say "My name is Legion: for we are many" (Mark 5:9). This is consistent with the religious theme of Amarr ships.

Patch History