Difference between revisions of "Malediction"
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|info=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.<br><br>Developer: Khanid Innovations <br><br>In addition to robust electronics systems, the Khanid Kingdom's ships possess advanced armor alloys capable of withstanding a great deal of punishment. Generally eschewing the use of turrets, they tend to gear their vessels more towards close-range missile combat. | |info=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.<br><br>Developer: Khanid Innovations <br><br>In addition to robust electronics systems, the Khanid Kingdom's ships possess advanced armor alloys capable of withstanding a great deal of punishment. Generally eschewing the use of turrets, they tend to gear their vessels more towards close-range missile combat. | ||
− | |bonuses=<b>Amarr Frigate Skill Bonus:</b><br>5% bonus to | + | |bonuses=<b>Amarr Frigate Skill Bonus:</b><br>5% bonus to Rocket and Light Missile rate of fire per level and 4% bonus to armor resistances per level<br><b>Interceptor Skill Bonus:</b><br>15% reduction in MicroWarpdrive signature radius penalty and 5% bonus to Warp Scrambler and Warp Disruptor range per level<br><b>Role bonus:</b><br>80% reduction in Propulsion Jamming systems activation cost, immunity to non-targeted interdiction |
|structurehp=425 HP | |structurehp=425 HP |
Revision as of 21:39, 1 December 2013
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. SHIP BONUSES
Amarr Frigate Skill Bonus:
Ship Attributes
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Summary
The Amarr fleet interceptor has an interesting set of bonuses being the only fleet interceptor with a bonus to tank. This 'free EANM' means a small armour rep can give it a decent active armour tank and opens up options to use it as a brawling inty. The slot layout also works well for typical inty setups with a MSE or un-tanked, making the malediction very versatile depending on the whim of the pilot.
Skills
Further information about additional or recommended skills to pilot Malediction for a specific or it's common role(s) can be written here.
Fitting
125mm Gatling AutoCannon II
125mm Gatling AutoCannon II
Limited 1MN Microwarpdrive I
Warp Disruptor II
Medium Shield Extender II
Damage Control II
Overdrive Injector System II
Nanofiber Internal Structure II
Small Polycarbon Engine Housing I
Small Ionic Field Projector I
EMP S x1
- Notes: The core of this fit is the MWD, T2 point, DCU, MSE, Ionic rig. The rest can be played around with. You could change rigs and low slots to overdrive, nanofibers, auxiliary thrust rig or even fit a SigAmp for faster lock time. The weapons are only used to shoot drones.
- The other fits with a SeBo are more suited for rare occasions where you want a super fast locking tackler, usually to catch things on gates but most of the ships worth catching are either catchable without a SeBo or even not with a SeBo.
Rocket Launcher II
Rocket Launcher II
Rocket Launcher II
Limited 1MN Microwarpdrive I
Warp Disruptor II
F-90 Positional Sensor Subroutines
Damage Control II
Overdrive Injector System II
Nanofiber Internal Structure II
Small Polycarbon Engine Housing I
Small Ionic Field Projector I
Scan Resolution Script x1
Nova Rage Rocket x1
Nova Javelin Rocket x1
- This fit is not eligible for the E-Uni Ship Replacement Program as it lacks a Medium Shield Extender II
- The ship is very fast (4900 m/s with skills at level V and before any boost, 7100 m/s when overheated), it has great agility (align time is 3.4 s with MWD on) and little tank (EHP is 3200). Its DPS is about 60 with Mjolnir rockets. Don't fly this fit unless you really really want to catch something on a gate that aligns fast.
Limited 1MN Microwarpdrive I
Warp Disruptor II
Medium Shield Extender II
Damage Control II
Type-D Attenuation Signal Augmentation
Nanofiber Internal Structure II
Small Polycarbon Engine Housing I
Small Anti-EM Screen Reinforcer I
- This fit is eligible for the E-Uni Ship Replacement Program
- The ship is fast (4500 m/s with skills at level V and before any boost, 6470 m/s when overheated), it has great agility (align time is 3.4 s with MWD on) and a modicum of tank (EHP is 5735).
- The point (Warp Disruptor II) can be replaced by a scram (Warp Scram II). This reduces the range at which you can tackle from 36 km (with overheat) down to 13.5 km, but shut down the opponent's MWD. If you want to fit a scram, consider replacing the signal augmentation with an overdrive injector. You don't need the extra targeting range. You'll take about 10% more time to lock, but will gain 10% speed.
- The ship purpose as fitted is to point (or scram). That's it. So, go for it, spiral in, hope the target's guns can't track you and reinforcement will catch up before you die. Have fun!
Tactics
No sub-article about Malediction roles or piloting tactics. You can write them here.
Notes
You can write additional notes for Malediction here.