notes=Notes: The core of this fit is the MWD, T2 point, DCU, MSE, Ionic rig. The rest can be played around with. You could change rigs and low slots to overdrive, nanofibers, auxiliary thrust rig or even fit a SigAmp for faster lock time. The weapons are only used to shoot drones.</li><li>The other fits with a SeBo are more suited for rare occasions where you want a super fast locking tackler, usually to catch things on gates but most of the ships worth catching are either catchable without a SeBo or even not with a SeBo. }}
{{ShipFitting|
ship=Malediction|
shipTypeID=11186|
fitName=Fast Locking Tackle|
fitID=Fast-Locking-Tackle|
high1name=Rocket Launcher II|
high1typeID=10631|
high2name=Rocket Launcher II|
high2typeID=10631|
high3name=Rocket Launcher II|
high3typeID=10631|
high4name=open|
mid1name=Limited 1MN Microwarpdrive I|
mid1typeID=5973|
mid2name=Warp Disruptor II|
mid2typeID=3244|
mid3name=F-90 Positional Sensor Subroutines|
mid3typeID=6160|
low1name=Damage Control II|
low1typeID=2048|
low2name=Overdrive Injector System II|
low2typeID=1236|
low3name=Nanofiber Internal Structure II|
low3typeID=2605|
charge1name=Scan Resolution Script x1|
charge1typeID=29011|
charge2name=Nova Rage Rocket x1|
charge2typeID=24473|
charge3name=Nova Javelin Rocket x1|
charge3typeID=24478|
charge4name=open|
charge5name=open|
rig1name=Small Polycarbon Engine Housing I|
rig1typeID=31177|
rig2name=Small Ionic Field Projector I|
rig2typeID=31274|
difficulty=1|
warsop=A|
warsopReason=Covert ops ships are restricted to experienced pilots only|
notes=This fit is not eligible for the E-Uni [[Ship Replacement Program]] as it lacks a Medium Shield Extender II</li><li>The ship is very fast (4900 m/s with skills at level V and before any boost, 7100 m/s when overheated), it has great agility (align time is 3.4 s with MWD on) and little tank (EHP is 3200). Its DPS is about 60 with Mjolnir rockets. Don't fly this fit unless you really really want to catch something on a gate that aligns fast. }}
notes=This fit is eligible for the E-Uni [[Ship Replacement Program]]</li><li>The ship is fast (4500 m/s with skills at level V and before any boost, 6470 m/s when overheated), it has great agility (align time is 3.4 s with MWD on) and a modicum of tank (EHP is 5735). </li><li>The point (Warp Disruptor II) can be replaced by a scram (Warp Scram II). This reduces the range at which you can tackle from 36 km (with overheat) down to 13.5 km, but shut down the opponent's MWD. If you want to fit a scram, consider replacing the signal augmentation with an overdrive injector. You don't need the extra targeting range. You'll take about 10% more time to lock, but will gain 10% speed.</li><li>The ship purpose as fitted is to point (or scram). That's it. So, go for it, spiral in, hope the target's guns can't track you and reinforcement will catch up before you die. Have fun!}}
notes=5203 m/s</li><li>4 s align time</li><li>5124 EHP</li><li>Missiles project 63 dps out to 42.2 km}}
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: Khanid Innovations
In addition to robust electronics systems, the Khanid Kingdom's ships possess advanced armor alloys capable of withstanding a great deal of punishment. Generally eschewing the use of turrets, they tend to gear their vessels more towards close-range missile combat.
SHIP BONUSES
Amarr Frigate Skill Bonus: 5% bonus to Rocket and Light Missile rate of fire per level and 4% bonus to armor resistances 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, immunity to non-targeted interdiction
Required Skills
Amarr 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
31.5 km
Max Locked Targets
5
RADAR Sensor
12 points
Sig. Radius
33 m
Scan Res.
900 mm
Structure
Structure Hitpoints
425 HP
Mass
999,000 kg
Volume
28,100 m³
Cargo Capacity
98 m³
Armor
Armor Hitpoints
550 HP
Armor Resistances
EM
50
THR
35
KIN
25
EXP
30
Shields
Shield Capacity
325 HP
Shield Resistances
EM
0
THR
20
KIN
40
EXP
60
Summary
The Amarr fleet interceptor has an interesting set of bonuses being the only fleet interceptor with a bonus to tank. Though the Malediction's 4 low slots and resist bonus might suggest an armor plated fit, this is usually a bad idea since an interceptor's main strength is its speed. The resist bonus does however work well with an armor repairer in some circumstances.
The Malediction has 4 low slots and 3 mids, allowing it to fit the standard fleet tackler complement of either two tackle modules or a warp disruptor and a MSE in its mids. The Malediction has slightly above average grid, making fitting a MSE slightly easier. The Malediction's 4 low slots and slightly higher base speed than the Ares means the Malediction can support the best speed fit among the fleet interceptors.
The Malediction's armor resist bonus means a small armour rep can give it a decent active armour tank and opens up options to use it as a brawling inty. In Rubicon 1.0 the Malediction's previously rocket-only bonus has been broadened to light missiles as well, making an LML kiting fit very viable, where again the armor bonus can be put to use with an armor repairer.
Skills
Further information about additional or recommended skills to pilot Malediction for a specific or it's common role(s) can be written here.
Fitting
Malediction import 3
Malediction: Malediction import 3
EFT
[Malediction, Malediction import 3] Light Missile Launcher II Light Missile Launcher II Light Missile Launcher II
Medium F-S9 Regolith Shield Induction Warp Disruptor II Limited 1MN Microwarpdrive I
Internal Force Field Array I Overdrive Injector System II Overdrive Injector System II Micro Auxiliary Power Core II
Small Auxiliary Thrusters I Small Polycarbon Engine Housing I
Caldari Navy Mjolnir Light Missile x1
FITTING DIFFICULTY
EVE VERSION
RUBI 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
5203 m/s
4 s align time
5124 EHP
Missiles project 63 dps out to 42.2 km
Tactics
No sub-article about Malediction roles or piloting tactics. You can write them here.
Notes
You can write additional notes for Malediction here.