notes=Phantasm is the cheapest pirate cruiser. As a natural shield tanker, an abundance of medium slots and low slots ensured its ability to fit as much as five damage enhancing modules and utility modules while still maintaining a decent tank. This promoted Phantasm's use in Incursion Vanguard fleets as an anti-frigate ship, and made it a decent choice in the cruiser side of the Assault site of [[Nation Consolidation Network]] when fit with an afterburner instead of a stasis webifier.</li><li>Phantasm 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.</li><li>The Medium energy vampires in its high slots greatly help the cap stability of the fit, though it requires constant micro-management to be effective. Alternatively, the utility high slots can be filled with energy transfer arrays to pair with Basilisks or other ship with energy transfer arrays.}}
As with other Sansha ships, not much is known about the origin of this design. Its form -- while harshly alien in shape -- bears the mark of extremely advanced physics research, lines and corners coalescing to form a shape whose resilience and structural integrity are hard to match. Coupled with advanced hardpoint technology and an extremely efficient powercore, the Phantasm's legendary status is well-deserved.
Special Ability: 100% bonus to Medium Energy Turret damage
SHIP BONUSES
Amarr Cruiser Skill Bonus: 7.5% bonus to Medium Energy Turret tracking per level Caldari Cruiser Skill Bonus: 5% bonus to Medium Energy Turret damage per level
Required Skills
Amarr Cruiser II3h 55m
Spaceship Command III4h 26m
Amarr Frigate IV2d 2h 17m
Caldari Cruiser II3h 55m
Spaceship Command III4h 26m
Caldari Frigate IV2d 2h 17m
Training Time what's this?
4d 21h 19m
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
none
Ship Attributes
Fittings
Powergrid
925 MW
CPU
425 tf
Capacitor
1,695 GJ
High
5
Launchers
0
Turrets
3
Medium
6
Low
3
Rig
3
medium
Calibration
350
Navigation
Max Velocity
164 m/s
Inertia Modifier
0.68
Warp Speed
3 AU/s
Base Time to Warp
9.05 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
15 m³
Drone Bandwidth
15 Mbit/sec
Targeting
Max Tgt. Range
59 km
Max Locked Targets
7
RADAR Sensor
20 points
Sig. Radius
130 m
Scan Res.
275 mm
Structure
Structure Hitpoints
2,065 HP
Mass
9,600,000 kg
Volume
101,000 m³
Cargo Capacity
250 m³
Armor
Armor Hitpoints
2,175 HP
Armor Resistances
EM
50
THR
35
KIN
25
EXP
20
Shields
Shield Capacity
2,434 HP
Shield Resistances
EM
0
THR
20
KIN
40
EXP
50
Summary
The Phantasm is the Sansha pirate cruiser. Like the Succubus and Nightmare, the Phantasm has a large damage bonus to lasers and has an abundance of midslots to fit a shield tank. Unlike the Succubus, you can actually do something about the cap issues you would normally run into fitting both lasers and shields. Because of the two extra high slots, Nosferatus and Energy Transfers can be fit with ease, depending on the situation.
Skills
Further information about additional or recommended skills to pilot Phantasm for a specific or it's common role(s) can be written here.
Fitting
Tactics
No sub-article about Phantasm roles or piloting tactics. You can write them here.