The Navy-issued version of the Augoror cruiser is an extremely resilient piece of hardware able to provide very good support in fleet battles, but it is also a relatively nimble cruiser ideally suited for escort duties as well as smaller skirmishes. Created to fill a void within the ranks of the traditionally slow and lumbering Amarrian fleet, this vessel has fit in perfectly.
SHIP BONUSES
Amarr Cruiser bonuses (per skill level): 25% bonus to Medium Energy Turret damage 10% bonus to ship armor hitpoints
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
15 m³
Drone Bandwidth
15 Mbit/sec
Targeting
Max Tgt. Range
42.50 km
Max Locked Targets
7
RADAR Sensor
19 points
Sig. Radius
120 m
Scan Res.
300 mm
Structure
Structure Hitpoints
2,800 HP
Mass
10,650,000 kg
Volume
101,000 m³
Cargo Capacity
480 m³
Armor
Armor Hitpoints
3,100 HP
Armor Resistances
EM
50
THR
35
KIN
25
EXP
20
Shields
Shield Capacity
1,600 HP
Shield Resistances
EM
0
THR
20
KIN
40
EXP
50
Summary
The Augoror Navy Issue is arguably the best Navy Issue cruiser built on a logistics hull. It is extremely tanky, and a bait fit can reach 130k EHP easily. It can match the damage of most T1 cruisers, and with two to three times the tank and two utility highs, it brawls very effectively.
Skills
Further information about additional or recommended skills to pilot Augoror Navy Issue for a specific or it's common role(s) can be written here.