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|roles=Tackle, Mission | |roles=Tackle, Mission | ||
|variations= [[Imperial Navy Slicer]], [[Crusader]], [[Malediction]] | |variations= [[Imperial Navy Slicer]], [[Crusader]], [[Malediction]] | ||
|info= | |info=The Executioner is the Amarr fast frigate, although only having two mid slots makes it unloved for tackling in PvP despite its speed and high scan resolution. It can serve as a level 1 mission runner until Amarr Frigate III is trained for the Punisher and Destroyers I for the Coercer. For tackling, the Punisher is used more often since they have the same number of mid slots, but the punisher can fit a sturdier tank. | ||
}} | |||
{{ShipGuideFittings | |||
|name=Executioner, PvE Mission Basic | |||
|low= | |||
Damage Control I<br> | |||
Small Armor Repairer I<br> | |||
|mid= | |||
1MN Afterburner I<br> | |||
Cap Recharger I<br> | |||
|high= | |||
Gatling Pulse Laser I<br> | |||
Gatling Pulse Laser I<br> | |||
|charges= | |||
Multifrequency S<br> | |||
|rigs= | |||
[empty rig slot]<br> | |||
[empty rig slot]<br> | |||
[empty rig slot]<br> | |||
|recommended1= | |||
Afterburner I<br> | |||
Amarr Frigate II<br> | |||
Controlled Bursts I<br> | |||
|recommended2= | |||
Energy Grid Upgrades II<br> | |||
Hull Upgrades I<br> | |||
Rapid Firing I<br> | |||
|recommended3= | |||
Repair Systems I<br> | |||
Sharpshooter I<br> | |||
Small Laser Turret II<br> | |||
|notes= | |||
}} | |||
{{ShipGuideFittings | |||
|name=Executioner, PvP Tackler Basic | |||
|low= | |||
Damage Control I<br> | |||
Overdrive Injector System I<br> | |||
|mid= | |||
1MN MicroWarpdrive I<br> | |||
Warp Disruptor I<br> | |||
|high= | |||
Gatling Pulse Laser I<br> | |||
Gatling Pulse Laser I<br> | |||
|charges= | |||
Standard S<br> | |||
|rigs= | |||
[empty rig slot]<br> | |||
[empty rig slot]<br> | |||
[empty rig slot]<br> | |||
|recommended1= | |||
Acceleration Control III<br> | |||
Afterburner III<br> | |||
Amarr Frigate II<br> | |||
Controlled Bursts III<br> | |||
Energy Management III<br> | |||
Energy Systems Operation III<br> | |||
Evasive Maneuvering III<br> | |||
|recommended2= | |||
Gunnery III<br> | |||
High Speed Maneuvering III<br> | |||
Hull Upgrades III<br> | |||
Mechanic III<br> | |||
Motion Prediction III<br> | |||
Small Energy Turret III<br> | |||
Propulsion Jamming III<br> | |||
|recommended3= | |||
Rapid Firing III<br> | |||
Sharpshooter III<br> | |||
Signature Analysis III<br> | |||
Targeting III<br> | |||
Warp Drive Operation III<br> | |||
|notes=* Like other frigates, the Executioner is at risk of being popped quickly by smartbomb fitted battleships. Range should be maintained over 7,500m from battleships unless they are seen shooting from gun ports or missile launcher bays. | |||
* Dealing damage is not a tackler's priority, and cap should not be wasted on guns if it is needed to maintain tackle in prolonged encounters. The Executioner's lasers should normally not be fired except on pods once the field is clear of hostile ships. | |||
* The pulse lasers can be replaced by 150mm or 200mm AutoCannons to avoid the cap problems of laser turrets. | |||
}} | }} | ||