| low3name=Imperial Navy Energized Adaptive Nano Membrane
| low3typeID=15729
| low4name=Imperial Navy Energized Adaptive Nano Membrane
| low4typeID=15729
| low5name=Reactive Armor Hardener
| low5typeID=4403
| low6name=Damage Control II
| low6typeID=2048
| mid1name=Heavy Electrochemical Capacitor Booster I, Cap Booster 3200
| mid1typeID=5051
| charge1name=Cap Booster 3200 x1
| charge1typeID=41489
| mid2name=Heavy Electrochemical Capacitor Booster I, Cap Booster 3200
| mid2typeID=5051
| mid3name=Heavy Electrochemical Capacitor Booster I, Cap Booster 3200
| mid3typeID=5051
| mid4name=Heavy Electrochemical Capacitor Booster I, Cap Booster 3200
| mid4typeID=5051
| mid5name=Republic Fleet Large Cap Battery
| mid5typeID=41218
| high1name=Capital Remote Armor Repairer I
| high1typeID=24569
| high2name=Capital Remote Armor Repairer I
| high2typeID=24569
| high3name=Capital Remote Armor Repairer I
| high3typeID=24569
| high4name=Capital Remote Capacitor Transmitter I
| high4typeID=12219
| high5name=Cynosural Field Generator I
| high5typeID=21096
| high6name=Triage Module II
| high6typeID=4294
| rig1name=Capital Auxiliary Nano Pump I
| rig1typeID=27064
| rig2name=Capital Auxiliary Nano Pump I
| rig2typeID=27064
| rig3name=Capital Ancillary Current Router I
| rig3typeID=31362
| charge2name=open
| charge3name=open
| charge4name=open
| charge5name=open
| drone1name=open
| drone2name=open
| drone3name=open
| drone4name=open
| drone5name=open
| skills=
| showSKILLS=N
| notes=A basic wormhole or K-Space fit. Bring logi bots and some light drones. May be fit with five capacitor boosters. Bling to taste: most wormhole ones (nearly all) are fit with the top tier equipment.</li><li>Not good for a suicide triage carrier or for large capital brawls. For W-space some are triple rep with a Reactive Armor Hardener: utility high slot to as preferred.
"It is imperative that our Federation Navy capital ship fleets remain a match for any threat that may be posed by hostile entities or aggressive powers. To that end, let me assure the peoples of the Gallente Federation that I have issued the appropriate executive directives to our military and intelligence apparatus. Naturally these directives will be subject to democratic oversight in the best traditions of our Federation." - Gallente President Jacus Roden, Address to the Peoples of the Federation, YC118.01.21
Military experts within the Gallente Federation were not slow in recognizing the significance of the agreements made between the Empire and State at the Amarr-Caldari Capital Warfare Summit of January YC118. The military-industrial complex of the Federation was more than equal to the task of implementing the necessary changes to existing designs in line with the concepts inspired by capsuleer capital warfare practice.
The Federal Intelligence Office additionally recommended that the Gallente build a Force Auxiliary capital of their own to maintain parity with the Amarr-Caldari alliance. The resulting crash development program created the Ninazu-class Force Auxiliary.
SHIP BONUSES
Gallente Carrier bonuses (per skill level): 5% bonus to Remote Armor Repairer and Remote Shield booster cycle time 7.5% bonus to Armor Repairer amount 1% bonus to Armored Command and Skirmish Command burst strength and duration Role Bonus: • Can fit Triage modules • Can use two Command Burst modules 50% reduction in CPU requirements for Command Burst modules 200% bonus to Command Burst area of effect range 200% bonus to Logistics Drone transfer amount 5x penalty to Entosis Link duration
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
none
Ship Attributes
Fittings
Powergrid
760,000 MW
CPU
775 tf
Capacitor
67,500 GJ
High
6
Launchers
0
Turrets
0
Medium
5
Low
6
Rig
3
capital
Calibration
400
Navigation
Max Velocity
80 m/sec
Inertia Modifier
0.042
Warp Speed
1.5 AU/s
Base Time to Warp
72.78 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
600 m³
Drone Bandwidth
125 Mbit/sec
Targeting
Max Tgt. Range
105.00 km
Max Locked Targets
7
Magnetometric Sensor
66 points
Sig. Radius
10.60 km
Scan Res.
60 mm
Structure
Structure Hitpoints
135,000 HP
Mass
1,250,000,000 kg
Volume
18,550,000 m³
Cargo Capacity
2,800 m³
Fuel Capacity
3,000 m³
Ship Maintenance Bay Capacity
1,000,000 m³
Fleet Hangar Capacity
10,000 m³
Armor
Armor Hitpoints
105,000 HP
Armor Resistances
EM
50
THR
35
KIN
35
EXP
10
Shields
Shield Capacity
73,000 HP
Shield Resistances
EM
0
THR
20
KIN
40
EXP
50
Summary
The Ninazu is the Gallente Force Auxiliary. Like the other Force Auxiliaries, the Ninazu is focused around providing remote repair support to its fleet. The Ninazu is unique in that while it relies on capital-sized armor repairers for its own tank, it can provide both shield and armor repairs to a fleet. Since the Force Auxiliary-specific Triage Module prevents the Ninazu from receiving remote support of any kind, only the Ninazu's local repairers or tank modules have any influence on its survival.
The versatility of the Ninazu is popular in wormhole space, as it can provide support to multiple fleet types while minimizing the amount of capital ships required for smooth operation
Skills
Further information about additional or recommended skills to pilot Ninazu for a specific or it's common role(s) can be written here.
Fitting
Tactics
No sub-article about Ninazu roles or piloting tactics. You can write them here.
Notes
A long, long time ago...
Onslaught Release 1.0 - Released 2018-11-13
Bonus to capital cap injector amount removed. It was 10% bonus to capacitor booster charge strength per skill level before.