|high='Malkuth' Standard Missile Launcher I <br> 'Malkuth' Standard Missile Launcher I <br> 'Malkuth' Standard Missile Launcher I <br> 'Malkuth' Standard Missile Launcher I
|mid=1MN Afterburner I <br> Small Shield Booster I <br> Small Shield Extender I
|low=Micro Auxillary Power Core <br> Overdrive Injector System I
|recommended1=Afterburner I <br> Electronics III <br> Shield Operation I <br> Shield Upgrades I
|recommended2=Caldari Frigate III <br> Missile Launcher Operation I <br> Standard Missiles I <br> Engineering III
|recommended3=Energy Management II <br> Hull Upgrades I <br> Missile Projection III
|notes=
* The Afterburner allows the pilot to control the range of engagement. It has a basic shield tank to keep the ship intact in those situations where you find yourself in the middle of a group of enemies, such as immediately after using a Warp Gate.
* Variations to consider for this fit include the use of Capacitor Control Circuit rigs to allow more extended use of the Shield Booster, swapping the Small Shield Extender for a Shield Boost Amplifier (would require Electronics V or a Co-Processor) or switching the Overdrive Injector System for Nanofiber Internal Structure. With Electronics IV it is possible to fit an Invulnerability Field. However, this is generally not practical as the capacitor simply cannot sustain prolonged activation of this module.
* Missile Projection III is strongly recommended as this should give your launchers an approximate effective range of 24km - this is sufficient to stay out of range of most PvE enemies.
* Approximate ISK cost is 700,000 with the bulk of this cost being for the 'Malkuth' launcher variants. This can be greatly reduced by using Standard Missile Launcher I in their place. However, as 'Malkuth' versions have lower CPU requirements, this change will almost certainly require the use of a Co-Processor in one of the low slots.
The Kestrel is a heavy missile boat with a fairly large cargo space and one of the most sophisticated sensor arrays around. Interestingly enough, it has been used by both the Caldari Navy and several wealthy trade corporations as a cargo-hauling vessel. It is one of few trading vessels with good punching power, making it ideal for solo trade-runs in dangerous areas. The Kestrel was designed so that it could take up to four missile launchers but instead it can not be equipped with turret weapons nor mining lasers.
SHIP BONUSES
Caldari Frigate Skill Bonus: 10% bonus to Kinetic missile damage and 5% bonus to EM, Explosive, and Thermal missile damage per level.
Required Skills
Caldari Frigate III8h 53m
Spaceship Command I8m
Training Time what's this?
0d 9h 1m
Estimated training time only for the listed skills based on zero implants and without neural remaps.
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
40 km
Max Locked Targets
3
Gravimetric Sensor
10 points
Sig. Radius
47 m
Scan Res.
465 mm
Structure
Structure Hitpoints
266 HP
Mass
1,163,000 kg
Volume
19,700 m³
Cargo Capacity
305 m³
Armor
Armor Hitpoints
313 HP
Armor Resistances
EM
50
THR
45
KIN
25
EXP
10
Shields
Shield Capacity
391 HP
Shield Resistances
EM
0
THR
20
KIN
40
EXP
50
Summary
As expected of the Caldari, the Kestrel is the premier T1 missile frigate. With 3 mid slots, it can be fit for PvP tackling, but it is not as well-suited to that role as the Merlin. The Kestrel makes an excellent frigate for level 1 missions, using the superior range of missiles to avoid damage.
Skills
Further information about additional or recommended skills to pilot Kestrel for a specific or it's common role(s) can be written here.