More actions
m Few tweeks for accuracy on stats. |
Changed fittings to use the new template. |
||
| Line 86: | Line 86: | ||
==Fitting== | ==Fitting== | ||
{{ | {{ShipFitting| | ||
| | ship=Impairor| | ||
| | shipTypeID=596| | ||
| | fitName=Tutorials| | ||
| | fitID=Tutorials| | ||
| | high1name=Dual Light Pulse Laser I| | ||
| | high1typeID=451| | ||
| | high2name=open| | ||
| | mid1name=Cap Recharger I| | ||
mid1typeID=1195| | |||
mid2name=open| | |||
low1name=Small Armor Repairer I| | |||
}} | low1typeID=523| | ||
low2name=open| | |||
drone1name=open| | |||
drone2name=open| | |||
drone3name=open| | |||
drone4name=open| | |||
drone5name=open| | |||
charge1name=Multifrequency S x1| | |||
charge1typeID=246| | |||
charge2name=open| | |||
charge3name=open| | |||
charge4name=open| | |||
charge5name=open| | |||
difficulty=0| | |||
warsop=Y| | |||
warsopReason=| | |||
version=PRE-RET 1.0| | |||
shipDNA=596:451;1:1195;1:523;1:246;1::| | |||
skills=Amarr Frigate II</li><li>Hull Upgrades I</li><li>Energy Grid Upgrades I</li><li>Small Energy Turret II| | |||
notes=}} | |||
Ironically noob ships can be used for very important engagements. While not much of a threat on field and without a tank, can be Alpha'd (Destroyed in one shot). The rookie ship can be a very shiny enemy fleet's worse nightmare. Reason being it has the ability to hold a cyno and hot drop an entire fleet upon it. Beware, if you are traveling within a fleet and you see a noob ship on grid with you. Try your best to blap it out of the sky (if its a valid target) immediately or scatter. You don't want your entire fleet to be destroyed because this ship put you in a comfortable state. | Ironically noob ships can be used for very important engagements. While not much of a threat on field and without a tank, can be Alpha'd (Destroyed in one shot). The rookie ship can be a very shiny enemy fleet's worse nightmare. Reason being it has the ability to hold a cyno and hot drop an entire fleet upon it. Beware, if you are traveling within a fleet and you see a noob ship on grid with you. Try your best to blap it out of the sky (if its a valid target) immediately or scatter. You don't want your entire fleet to be destroyed because this ship put you in a comfortable state. | ||
Revision as of 23:17, 22 February 2013
RELATED UNI-WIKI REFERENCES
|
The Impairor-class frigate has been mass-produced by the Amarr Empire for decades. It is the most common spacevessel sighted within the Amarrian boundaries, and is used both as a basic trade vessel and as a small-scale slave transport. SHIP BONUSES
Traits:
Ship Attributes
|
Summary
The Impairor is the Amarr Rookie Ship. This ship is given free of charge to Amarr players who, while flying the pod, dock at a station at which they have no ship. It has no blueprint and can not be manifactured or reprocessed.
Skills
Further information about additional or recommended skills to pilot Impairor for a specific or it's common role(s) can be written here.
Fitting
Dual Light Pulse Laser I
Cap Recharger I
Small Armor Repairer I
Multifrequency S x1












- Amarr Frigate II
- Hull Upgrades I
- Energy Grid Upgrades I
- Small Energy Turret II
Ironically noob ships can be used for very important engagements. While not much of a threat on field and without a tank, can be Alpha'd (Destroyed in one shot). The rookie ship can be a very shiny enemy fleet's worse nightmare. Reason being it has the ability to hold a cyno and hot drop an entire fleet upon it. Beware, if you are traveling within a fleet and you see a noob ship on grid with you. Try your best to blap it out of the sky (if its a valid target) immediately or scatter. You don't want your entire fleet to be destroyed because this ship put you in a comfortable state.
Notes
Non-Amarr ship collectors can obtain a copy of this ship by visiting an Amarr starting station and completing Aura's tutorial missions or it can be obtained via contract from another player.



















