notes=High slots are open to modification, both covert and standard cynosural fields may be fitted, or a probe launcher. The only thing that should definitely stay is the cloak.</li><li>Scram or point maybe upgraded to faction counterparts, Republic Fleet Warp Disruptor advised for added range.</li><li>Ample CPU/PG to spare.</li><li>If you are flying under warfare links you may drop the MWD for an afterburner and switch the damage control for an 800mm plate for added tank.</li><li>Don't forget to carry both scripts for the sensor disruptors.</li><li>As fitted, with all skills at V and before boosts, this ship has 40.0 K EHP, flies at 1189 m/s (1682 m/s with MWD overheated) and align in 12 s with MWD on (8.9 s off)</li><li>The capacitor will run out in 1 min 12 s.</li><li>It takes 7.2 s to lock up a frigate with this fit, see below}}{{ShipFitting|
notes=A fast locking version, with 2 points and a scram. With overheating, will point at 58 km and scram at 22 km, locking frigates in 3 s.</li><li>The second sensor booster can be switched to an ECCM or a sensor dampener.</li><li>As fitted, with all skills at V and before boosts, this ship has 33.9 K EHP, flies at 1243 m/s (1758 m/s with MWD overheated) and align in 12 s with MWD on (8.9 s off)</li><li>The capacitor will run out in 1 min 18 s.}}
Force recon ships are the cruiser-class equivalent of covert ops frigates. While not as resilient as combat recon ships, they are nonetheless able to do their job as reconaissance vessels very effectively, due in no small part to their ability to interface with covert ops cloaking devices and set up cynosural fields for incoming capital ships.
Developer: Duvolle Labs
Duvolle Labs manufactures sturdy ships with a good mix of offensive and defensive capabilities. Since the company is one of New Eden's foremost manufacturers of particle blasters, its ships tend to favor turrets and thus have somewhat higher power output than normal.
SHIP BONUSES
Gallente Cruiser bonuses (per skill level): 5% bonus to Medium Hybrid Turret damage 7.5% bonus to Remote Sensor Dampener effectiveness Recon Ships bonuses (per skill level): 20% bonus to Warp Scrambler and Warp Disruptor optimal range 20% reduction in Cloaking Devices CPU requirement Role Bonus: 80% reduction in Cynosural Field Generator liquid ozone consumption 50% reduction in Cynosural Field Generator duration • Can fit Covert Ops Cloaking Device and Covert Cynosural Field Generator • Cloak reactivation delay reduced to 5 seconds
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
40 m³
Drone Bandwidth
40 Mbit/sec
Targeting
Max Tgt. Range
112.00 km
Max Locked Targets
8
Magnetometric Sensor
26 points
Sig. Radius
155 m
Scan Res.
231 mm
Structure
Structure Hitpoints
1,080 HP
Mass
11,650,000 kg
Volume
116,000 m³
Cargo Capacity
315 m³
Armor
Armor Hitpoints
1,430 HP
Armor Resistances
EM
50
THR
59.375
KIN
75.625
EXP
10
Shields
Shield Capacity
1,180 HP
Shield Resistances
EM
0
THR
50
KIN
77.5
EXP
50
Summary
The Arazu is a T2 version of the Celestis, with the same bonus to sensor dampening and an additional impressive bonus to warp disruptor range. This allows the Arazu to point an enemy from nearly 60k away while overheating. It can combine this with sensor range damping to bring an enemy's lock range down below the Arazu's point range, allowing it to hold an enemy and render them unable to do anything about it. On top of this already potent combination is the ability to warp in while cloaked so it can get in to position and do it with little warning.
The Arazu also has a 40m3 drone bay and a bonus to hybrids to allow it to do some damage, but this is almost an afterthought.
Skills
Further information about additional or recommended skills to pilot Arazu for a specific or it's common role(s) can be written here.
The Arazu is most often used as either a long-range point during mixed fleet ops or initial point during covert fleets.
For fleet ops, the Arazu's job is to keep distant enemies pointed, either until tacklers arrive or after tacklers have been shot down. Here, stealth is still key if you're following the bait ship. Just don't uncloak too soon or you'll alert your prey to the trap. If you're with the main fleet, keeping your stealth cloak up can still keep enemy scouts from getting an accurate number of your forces.
For covert fleets, your role is initial point on a single target. Getting into point range shouldn't be a problem. However, unlike stealth bombers, force recons don't have a reduction to unstealth lock penalties. This means you're sitting there waiting to start locking for at least 5 seconds. This makes communication with the rest of the fleet absolutely vital if you don't want to 1) have everyone else uncloak before you have a point and damp up, thus losing either your prey or your fleetmates' ships, or 2) not have your fleetmates come in on time and losing your prey and your ship.