Difference between revisions of "Sleipnir"
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|ecmprio=3 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest --> | |ecmprio=3 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest --> | ||
− | |powergrid=1, | + | |powergrid=1,300 MW |
|cpu=475 tf | |cpu=475 tf | ||
|capacitor=2,625 GJ | |capacitor=2,625 GJ | ||
|highs=8 | |highs=8 | ||
− | |turrets= | + | |turrets=5 |
|launchers=3 | |launchers=3 | ||
|mediums=5 | |mediums=5 | ||
|lows=5 | |lows=5 | ||
− | |mass=12, | + | |mass=12,800,000 kg |
|volume=216,000 m³ | |volume=216,000 m³ | ||
|cargohold=475 m³ | |cargohold=475 m³ | ||
− | |dronebay= | + | |dronebay=25 m³ |
− | |bandwidth= | + | |bandwidth=25 Mbit/sec |
|info=Command ships are engineered specifically to wreak havoc on a battlefield of many. Sporting advanced command module interfaces, these vessels are more than capable of turning the tide in large engagements. Field command ships are geared more towards out-and-out combat than their fleet command counterparts, though both ships can hold their own in battle. <br><br>Developer: Boundless Creation<br><br>Boundless Creation's ships are based on the Brutor tribe's philosophy of warfare: simply fit as much firepower onto your ship as possible. Defense systems and electronics arrays therefore tend to take a back seat to sheer annihilative potential. | |info=Command ships are engineered specifically to wreak havoc on a battlefield of many. Sporting advanced command module interfaces, these vessels are more than capable of turning the tide in large engagements. Field command ships are geared more towards out-and-out combat than their fleet command counterparts, though both ships can hold their own in battle. <br><br>Developer: Boundless Creation<br><br>Boundless Creation's ships are based on the Brutor tribe's philosophy of warfare: simply fit as much firepower onto your ship as possible. Defense systems and electronics arrays therefore tend to take a back seat to sheer annihilative potential. | ||
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|bonuses=<b>Minmatar Battlecruiser Skill Bonus:</b><br>10% bonus to Medium Projectile Turret damage and 7.5% bonus to shield boosting amount. <br><b>Command Ships Skill Bonus:</b><br>10% bonus to Medium Projectile Turret damage, 10% bonus to Medium Projectile Turret falloff and 3% bonus to strength of Siege Warfare and Skirmish Warfare links. <br><b>Role Bonus:</b><br>Can fit up to three Warfare Link modules. | |bonuses=<b>Minmatar Battlecruiser Skill Bonus:</b><br>10% bonus to Medium Projectile Turret damage and 7.5% bonus to shield boosting amount. <br><b>Command Ships Skill Bonus:</b><br>10% bonus to Medium Projectile Turret damage, 10% bonus to Medium Projectile Turret falloff and 3% bonus to strength of Siege Warfare and Skirmish Warfare links. <br><b>Role Bonus:</b><br>Can fit up to three Warfare Link modules. | ||
− | |structurehp=3, | + | |structurehp=3,700 HP |
− | |shieldhp=4, | + | |shieldhp=4,500 HP |shieldem=75.00 |shieldexp=50 |shieldkin=40 |shieldtherm=60 |
− | |armorhp=3, | + | |armorhp=3,600 HP |armorem=90 |armorexp=10 |armorkin=25 |armortherm=67.500 |
|maxvelocity=165 m/s | |maxvelocity=165 m/s | ||
Line 53: | Line 53: | ||
|warptime=12.2 s | |warptime=12.2 s | ||
− | |targetrange= | + | |targetrange=70 km |
|sigradius=240 m | |sigradius=240 m | ||
|maxlockedtargets=6 | |maxlockedtargets=6 |
Revision as of 16:06, 8 September 2013
RELATED UNI-WIKI REFERENCES
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Command ships are engineered specifically to wreak havoc on a battlefield of many. Sporting advanced command module interfaces, these vessels are more than capable of turning the tide in large engagements. Field command ships are geared more towards out-and-out combat than their fleet command counterparts, though both ships can hold their own in battle. SHIP BONUSES
Minmatar Battlecruiser Skill Bonus:
Ship Attributes
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Summary
The Sleipnir is the Minmatar Field Command Ship. The Sleipnir is bonused for projectiles (particularly autocannons) and shield boosting. While it is classed as a "command ship" it is designed as a combat ship rather than a fleet booster.
The Sleipnir has a hefty falloff bonus, allowing it to engage at good range with autocannons. The Sleipnir's good speed and small sig for its tank allows an oversized shield booster fit to tank a tremendous amount of damage for a limited time. The recently added Ancillary Shield Booster modules have made the Sleipnir even more popular.
In the fits below, the last high slot can be used to fit a command module (as shown) or any number of utility like an energy destabilizer, energy vampire, energy transfer, armor or shield remote repair.
Skills
Recommended Certificates
- Core Competency Elite
- Active Shield Tanking Improved
- Cruiser Advanced Autocannon Standard
- Skirmish Warfare Chief Improved
Fitting
425mm AutoCannon II
425mm AutoCannon II
425mm AutoCannon II
425mm AutoCannon II
425mm AutoCannon II
425mm AutoCannon II
425mm AutoCannon II
Siege Warfare Link - Shield Harmonizing II
Experimental 10MN Microwarpdrive I
Large Shield Extender II
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Fleeting Propulsion Inhibitor I
Damage Control II
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Tracking Enhancer II
Medium Projectile Burst Aerator I
Medium Projectile Collision Accelerator I
Hammerhead II x4
Republic Fleet Phased Plasma M x1
- A classic passive shield fit.
- As shown, with all skills at V and INCLUDING fleet boosts (this is a command ship, after all), this ship has 69.6 K EHP, flies at 1311 m/s (1864 m/s with MWD overheated) and align in 10.4 s (7.4 s with MWD off).
- Damage is 889 dps at 1.6 + 22 km with Republic fleet ammo.
- The capacitor is stable.
- Passive shield regen is 114 points/s.
425mm AutoCannon II
425mm AutoCannon II
425mm AutoCannon II
425mm AutoCannon II
425mm AutoCannon II
425mm AutoCannon II
425mm AutoCannon II
Siege Warfare Link - Shield Harmonizing II
Experimental 10MN Microwarpdrive I
Large Shield Extender II
Adaptive Invulnerability Field II
Large Ancillary Shield Booster
Shield Boost Amplifier II
Damage Control II
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Tracking Enhancer II
Medium Processor Overclocking Unit I
Medium Projectile Collision Accelerator I
Hammerhead II x4
Navy Cap Booster 200 x1
Republic Fleet Phased Plasma M x1
- A classic active shield fit.
- As shown, with all skills at V and INCLUDING fleet boosts, this ship has 59.5 K EHP, flies at 1311 m/s (1864 m/s with MWD overheated) and align in 10.4 s (7.4 s with MWD off).
- Damage is 867 dps at 1.6 + 22 km with Republic fleet ammo.
- The capacitor will last 6 min 11 s.
- Shield regen is 806 points/s.
425mm AutoCannon II
425mm AutoCannon II
425mm AutoCannon II
425mm AutoCannon II
425mm AutoCannon II
425mm AutoCannon II
425mm AutoCannon II
Armored Warfare Link - Passive Defense II
Experimental 10MN Microwarpdrive I
Tracking Computer II
Fleeting Propulsion Inhibitor I
Fleeting Propulsion Inhibitor I
Faint Epsilon Warp Scrambler I
Damage Control II
1600mm Reinforced Steel Plates II
Energized Adaptive Nano Membrane II
Energized Explosive Membrane II
Gyrostabilizer II
Medium Projectile Collision Accelerator II
Medium Ancillary Current Router I
Hammerhead II x4
Tracking Speed Script x1
Republic Fleet Phased Plasma M x1
- A more unusual armor fit.
- As shown, with all skills at V and INCLUDING fleet boosts, this ship has 72.7 K EHP, flies at 1158 m/s (1634 m/s with MWD overheated) and align in 12 s (9.1 s with MWD off).
- Damage is 735 dps at 1.5 + 18 km with Republic fleet ammo.
- The capacitor will last 7 min 2 s.
- With 1 scram and 2 webs, this ship is very effective when brawling against smaller ships at close range
Tactics
No sub-article about Sleipnir roles or piloting tactics. You can write them here.
Notes
You can write additional notes for Sleipnir here.