| notes=The defensive scram is the most powerful tool in the Garmurs arsenal. To neglect it would be ill-advised, for the majority of applications in this authors opinion.</li><li>The Garmur is already a fast enough ship that very few other ships are likely going to be able to catch it. The defensive scram ensures that, with good awareness the pilot can prevent any closing ships from landing a scram by using the extra range of his or her own, bonused scram to turn off the attackers microwarp drive before they get in range, effectively 'holding them off'.</li><li>The missile launchers in this fit are meta variants for fitting purposes. But if one wished to fit T2 launchers, the author would recommend replacing the polycarbon rig before others for a small, T1 overclocking rig.
Development In YC 116, Mordu’s Legion intelligence reported to command that the Guristas pirates were developing new and advanced strike craft capabilities using unknown technologies. In response to these reports, Mordu’s Legion accelerated a program of ship development that was itself a response to trends in capsuleer tactics and warfare. The crash development and manufacturing effort resulted in a new family of fast strike ships integrated with one another to provide tactical flexibility and firepower across ship class lines.
The Garmur takes up the small craft spot in the Legion’s new strike formations and represents a fast-moving attack frigate with superior missile delivery capabilities.
SHIP BONUSES
Gallente Frigate bonuses (per skill level): 10% bonus to warp scrambler and warp disruptor maximum range Caldari Frigate bonuses (per skill level): 25% bonus to missile damage Role Bonus: 200% bonus to missile velocity 50% penalty to missile flight time
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
none
Ship Attributes
Fittings
Powergrid
38 MW
CPU
178 tf
Capacitor
400 GJ
High
3
Launchers
3
Turrets
0
Medium
4
Low
3
Rig
3
small
Calibration
350
Navigation
Max Velocity
415 m/sec
Inertia Modifier
3.2
Warp Speed
5 AU/s
Base Time to Warp
4.38 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
0 m³
Drone Bandwidth
0 Mbit/sec
Targeting
Max Tgt. Range
28.00 km
Max Locked Targets
5
Gravimetric Sensor
13 points
Sig. Radius
32 m
Scan Res.
650 mm
Structure
Structure Hitpoints
560 HP
Mass
987,000 kg
Volume
27,289 m³
Cargo Capacity
130 m³
Armor
Armor Hitpoints
590 HP
Armor Resistances
EM
50
THR
45
KIN
25
EXP
10
Shields
Shield Capacity
680 HP
Shield Resistances
EM
0
THR
20
KIN
40
EXP
50
Summary
The Garmur is the Mordu's Legion frigate added in the Kronos expansion. It is high speed dedicated missile ship, with a large bonus to warp disruptor and scrambler range, making it an excellent kiting ship. Its modifiers to missile velocity and flight time combine to give it 50% more missile range. This means it can quite effectively "rocket kite" by firing precision rockets up to 20km, as well as a more conventional light missile kiting strategy.
The high speed and warp disruptor range bonus on the Garmur make it a good skirmish scout and initial tackler in fleets, competing with interceptors for the job. The main downside is of course the extra expense, given the role doesn't have a very high life expectancy, and it is also missing the significant MWD signature bonus that interceptors get.
Skills
Further information about additional or recommended skills to pilot the Garmur for a specific or it's common role(s) can be written here.
The Garmur can easily solo some cruisers, such as the Thorax and Vexor. Its long point/scram range (to at least 36km) allows it to sit in a gate camp and tackle the cruiser when it decloaks. The microwarp drive allows it to sit well outside the cruiser's optimal range, speed-tank most weapons used against it and easily outrun medium and heavy drones. In addition, the cruiser can't outrun the Garmur to break the point/scram. Depending on skills and the number of drones deployed, if the cruiser uses webbing drones, the Garmur's top speed may drop to just below the microwarp speed of a cruiser. In a solo engagement, this would be a momentary distraction while the Garmur pilot destroys two or more of them, which would reduce their effectiveness sufficiently to allow the Garmur to outrun (or overtake) the cruiser.