Difference between revisions of "Impairor"
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| tech= | | tech= | ||
| ecmprio=1 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest --> | | ecmprio=1 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest --> | ||
− | | powergrid= | + | | powergrid=24 MW |
− | | cpu= | + | | cpu=95 tf |
| capacitor=140 GJ | | capacitor=140 GJ | ||
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| dronebay=5 m³ | | dronebay=5 m³ | ||
| bandwidth=5 Mbit/sec | | bandwidth=5 Mbit/sec | ||
− | | info=The Impairor-class | + | | info=The Impairor-class rookie ship has been mass-produced by the Amarr Empire for decades. It is the most common spacevessel sighted within the Amarrian boundaries, and is used both as a basic trade vessel and as a small-scale slave transport. |
− | | bonuses=<b>Role Bonus:</b><br>20% reduction in Small Energy Turret activation cost<br>10% bonus to Small Energy Turret damage<br>15% bonus to | + | | bonuses=<b>Role Bonus:</b><br>20% reduction in Small Energy Turret activation cost<br>10% bonus to Small Energy Turret damage<br>15% bonus to Tracking Disruptor effectiveness<br>8% bonus to all armor resistances<br> |
| structurehp=200 HP | | structurehp=200 HP | ||
| shieldhp=125 HP | | shieldhp=125 HP |
Revision as of 03:07, 11 December 2016
RELATED UNI-WIKI REFERENCES
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The Impairor-class rookie ship has been mass-produced by the Amarr Empire for decades. It is the most common spacevessel sighted within the Amarrian boundaries, and is used both as a basic trade vessel and as a small-scale slave transport. SHIP BONUSES
Role Bonus:
Ship Attributes
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Summary
The Impairor is the Amarr Rookie Ship. This ship is given free of charge to Amarr players who, while flying the pod, dock at a station at which they have no ship. It has no blueprint and cannot be manufactured or reprocessed.
As with all Rookie Ships, the Impairor is a cheap and disposable hull, but is outclassed in every regard by almost any other player-piloted ship. Amarr pilots wishing to advance into different hulls may want to upgrade to one of the following depending on their preferred piloting style:
- Pilots focusing primarily on Energy Turrets may find both the Punisher and the Tormentor to be effective replacements.
- Sadly, the Amarr ship line does not offer a Frigate hull designed for drone usage. If you're interested in focusing on drones, the Gallente Tristan frigate or the Amarr Dragoon destroyer may be worth looking at.
- If you are looking to work with a fleet in a tackle role, the Executioner is likely your next step.
- For pilots aspiring to be proficient at exploration, the Amarr Magnate-class exploration frigate is an excellent tool for the job.
- Last but not least, the Inquisitor offers powerful remote repair capabilities to those who prefer to aid their allies instead of dealing damage themselves.
Skills
Further information about additional or recommended skills to pilot Impairor for a specific or it's common role(s) can be written here.
Fitting
For more info on fittings, please go here
Fleet Up Fittings
For more info on fittings, please click here
Notes
Non-Amarr ship collectors can obtain a copy of this ship by visiting an Amarr starting station and completing Aura's tutorial missions. Alternatively, it can be purchased from the market or obtained via contract from another player.
Ironically, rookie ships can be used for very important engagements. While not much of a threat in the field and without any tank, the Impairor can be Alpha'd (destroyed in one shot). The rookie ship can, however, be a very shiny enemy fleet's worst nightmare. Reason being its ability to hold a cyno and hot drop an entire allied fleet upon it. Beware if you are traveling with a fleet and you see a noob ship on grid with you. Try your best to blap it out of the sky (if it's a valid target) immediately or scatter. You don't want your entire fleet to be destroyed because this ship put you in a comfortable state.