notes=This fit is pretty fragile, can't really tank anything with decent guns. Good for gatecamps or other fleets where quick locking is important and other tackle will be available soon.}}
Interceptors utilize a combination of advanced alloys and electronics to reduce their effective signature radius. This, along with superior maneuverability and speed, makes them very hard to target and track, particularly for high caliber turrets.
Developer: Lai Dai
Lai Dai ships favor a balanced mix of ship systems, making them very versatile but also less powerful when it comes to specific tactics.
SHIP BONUSES
Caldari Frigate Skill Bonus: 5% bonus to Small Hybrid Turret Damage and 10% bonus to Small Hybrid Turret optimal range per level Interceptor Skill Bonus: 15% reduction in MicroWarpdrive signature radius penalty and 5% bonus to Warp Scrambler and Warp Disruptor range per level Role bonus: 80% reduction in Propulsion Jamming systems activation cost
Required Skills
Caldari Frigate V11d 20h 26m
Spaceship Command I8m
Interceptors I33m
Spaceship Command III4h 26m
Evasive Maneuvering V11d 20h 26m
Navigation II47m
Training Time what's this?
23d 22h 40m
Estimated training time only for the listed skills based on zero implants and without neural remaps.
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
0 m³
Drone Bandwidth
0 Mbit/sec
Targeting
Max Tgt. Range
25 km
Max Locked Targets
4
Gravimetric Sensor
14 points
Sig. Radius
34 m
Scan Res.
940 mm
Structure
Structure Hitpoints
422 HP
Mass
1,075,000 kg
Volume
18,000 m³
Cargo Capacity
150 m³
Armor
Armor Hitpoints
316 HP
Armor Resistances
EM
50
THR
55
KIN
25
EXP
10
Shields
Shield Capacity
493 HP
Shield Resistances
EM
0
THR
30
KIN
40
EXP
50
Summary
The Raptor is a much derided interceptor. It has less powergrid than the other fleet interceptors, making it more difficult to fit. It is bonused towards railguns, which are useless against drones, which are the main enemy of tacklers. Finally, it is slow for a fleet interceptor.
Skills
Further information about additional or recommended skills to pilot Raptor for a specific or it's common role(s) can be written here.
Fitting
Fleet Interceptor
Raptor: Fleet Interceptor
EFT
[Raptor, Fleet Interceptor] 125mm Gatling AutoCannon II 125mm Gatling AutoCannon II 125mm Gatling AutoCannon II
Limited 1MN Microwarpdrive I Medium Shield Extender II Warp Disruptor II
Micro Auxiliary Power Core I Damage Control II Overdrive Injector System II
Small Ionic Field Projector I Small Polycarbon Engine Housing I
Interceptors 4 will give you a 28.8km point before overheating. With Interceptors 5 and overheat, you can point at 36 km.
The MSE will give you the chance to survive making mistakes on your orbits (EHP is 4990 with all skills at level V, before any boost). For gate-camp situations, a Sensor Booster may be substituted (but you lose eligibility to the Ship Replacement Program).
Use the guns to shoot off drones that attack you or get on extra kill mails. DPS is only 65 with EMP, so don't expect to kill anything significant by yourself.
Fast ship (4250 m/s, and 6070 m/s with the MWD on overheat). Good agility (align time is 3.9 s with MWD on).
Tactics
No sub-article about Raptor roles or piloting tactics. You can write them here.