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| | faction=Amarr Empire | | | faction=Amarr Empire |
| | variations={{Ship|Malediction}},{{Ship|Executioner}} | | | variations={{Ship|Malediction}},{{Ship|Executioner}} |
− | | tech=2 | + | | tech=2 |
− | | ecmprio=1 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest -->
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| | powergrid=48 MW | | | powergrid=48 MW |
| | cpu=145 tf | | | cpu=145 tf |
Revision as of 18:23, 4 April 2023
Fast Target Locking Time
HIGHLIGHTS
RELATED UNI-WIKI REFERENCES
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Interceptors utilize a combination of advanced alloys and electronics to reduce their effective signature radius. This, along with superior maneuverability and speed, makes them very hard to target and track, particularly for high caliber turrets.
Developer: Carthum Conglomerate
Carthum ships are the very embodiment of the Amarrian warfare philosophy. Possessing sturdy armor and advanced weapon systems, they provide a nice mix of offense and defense. On the other hand, their electronic and shield systems tend to be rather limited.
SHIP BONUSES
Interceptors bonuses (per skill level): 15% reduction in Microwarpdrive signature radius penalty 7.5% bonus to Small Energy Turret tracking speed Amarr Frigate bonuses (per skill level): 10% reduction in Small Energy Turret activation cost 10% bonus to Small Energy Turret damage Role Bonus: 80% reduction in Propulsion Jamming systems activation cost
100% bonus to the benefits of overheating Afterburners and Microwarpdrives
Required Skills
Training Time what's this?23d 22h 40m 30s
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Grouping
▪ Variations Malediction
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Fast Target Locking Time
36 MW 150 tf
470 m/sec
98 m³
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,Executioner
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45 MW 140 tf
410 m/sec
115 m³
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Ship Attributes
Fittings |
High 4
Launchers 0
Turrets 4
Rig
2
small
Calibration 400
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Navigation |
Base Time to Warp 4.66 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.
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Drones |
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Targeting |
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Structure |
Structure Hitpoints 525 HP
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Armor |
Armor Hitpoints 575 HP
Armor Resistances
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Shields |
Shield Capacity 225 HP
Shield Resistances
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Summary
Being the Amarr Combat Interceptor, the Crusader is a fierce ship to many other Frigates thanks to its incredible bonuses. Flown mostly as a Scram-kiter, the Crusader has the ability to keep an opponent at range, thanks to its raw speed, and plink away at the enemy's eHP with T2 Scorch ammo, or come in, orbit closely and fry them with IN Multifrequency or IN Gamma with little to no tracking problems.
The Crusader is an excellent ship to fly, for those wishing to take a step up from a Pulse Imperial Navy Slicer or a Pulse Executioner.
Skills
Further information about additional or recommended skills to pilot Crusader for a specific or its common role(s) can be written here.
Tactics
No sub-article about Crusader roles or piloting tactics. You can write them here.
Patch History
A long, long time ago...
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Version 18.10 - 2020-10-27.1 Release - Build: 1832008 - "Howling Interdictors" Update (Patch Notes)
- Role bonus added to Claw, Crusader, Taranis, Raptor: 100% bonus to the benefits of overheating Afterburners and Microwarpdrives
October 2019 Release - 2019-10-30.1 - "Howling Interceptors" Update
- Amarr Frigate Small Energy Turret damage bonus increased from 5%/level to 10%/level (+5%/level)
- CPU increased fron 120 tf to 145 tf (+25 tf)
October 2018 Release 1.0 - Released 2018-10-18
- No longer has Interdiction Nullification
Rubicon v1.1 - Released 2014-01-28
- Agility increased from 3.1 to 3.2 (+0.1)
- Align time increased from 4.51s to 4.66s (+0.15s)
Rubicon v1.0 - Released 2013-11-19
The Amarr Crusader's changes mainly revolve around fittings. Lots more powergrid and CPU allows a lot of options for more damage and tank. We're shaving a bit of HP off the top but the Crusader remains one of the beefiest interceptors (for all that's worth).
- Amarr Frigate Bonuses: 10% reduction in Small Energy Turret capacitor use per level, 5% bonus to Small Energy Turret damage per level
- Interceptors Bonuses: 15% reduction in MicroWarpdrive signature radius penalty per level, 7.5% bonus to Small Energy Turret Tracking Speed per level
- Role bonuses: 80% reduction in Propulsion Jamming systems activation cost, Immunity to non-targeted interdiction
- Slot layout: 4H, 2M, 4L; 4 turrets, 0 launchers
- Fittings: 48(+8) PWG, 120(+20) CPU
- Defense (shields / armor / hull) : 225(-21) / 575(-22) / 525(-72)
- Capacitor (amount / recharge rate / cap/s) : 415(+40) / 311.25s (+30) / 1.33
- Mobility (max velocity / agility / mass / align time): 455 / 3.1 / 1050000 / 4.51
- Drones (bandwidth / bay): 0 / 0
- Targeting (max targeting range / Scan Resolution / Max Locked targets): 25km(+5) / 975 / 5(+1)
- Sensor strength: 10(+1) Radar
- Signature radius: 32
- Cargo Capacity: 90(-45)
Trinity v1.1 - Released 2008-03-16
- A new role bonus has been added to all interceptors: an 80% reduction in propulsion jamming systems activation cost has been granted.
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Notes
You can write additional notes for Crusader here.
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