Difference between revisions of "Apocalypse Navy Issue"

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* SHIP ATTRIBUTES SECTION (last update : 5/30/2014)
* SHIP ATTRIBUTES SECTION (last update : 10.08.2011)
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* on editing the attributes, please make sure that you don't
* on editing the attributes, please make sure that you don't  
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* leave/misstype any tags required. please follow the same
* leave/misstype any tags required. please follow the same  
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* format below and edit only the values (after the = sign).
* format below and edit only the values (after the = sign).
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| shipid=17726
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| shipimg=Apocalypse Navy Issue.jpg
|shipid=17726
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| shipname=Apocalypse Navy Issue
|shipimg=apoc_navy.png
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| caption=Apocalypse Navy Issue
|shipname=Apocalypse Navy Issue
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| class=Battleship
|caption=Apocalypse Navy Issue
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| grouping=Faction Battleships
|class=Battleship
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| hulltype=Apocalypse Class
|grouping=Faction Battleships
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| faction=Amarr Empire
|hulltype=Apocalypse Class
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| race=Amarr
|faction=Amarr Empire
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| roles=unspecified
|race=Amarr
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| variations={{Ship|Apocalypse Imperial Issue}},{{Ship|Paladin}},{{Ship|Apocalypse}}
|roles=unspecified
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| tech=F
|variations={{Ship|Apocalypse}}, {{Ship|Paladin}}, {{Ship|Apocalypse Imperial Issue}}
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| ecmprio=2 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest -->
|tech=F
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| powergrid=22,000 MW
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| cpu=580 tf
|ecmprio=2 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest -->
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| capacitor=7,000 GJ
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| highs=8
|powergrid=22,000 MW
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| turrets=8
|cpu=580 tf
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| launchers=0
|capacitor=7,000 GJ
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| mediums=4
|highs=8
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| lows=8
|turrets=8
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| mass=97,100,000 kg
|launchers=0
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| volume=495,000 m&#179;
|mediums=4
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| cargohold=625 m&#179;
|lows=8
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| extrahold=
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| extraholdtype=
|mass=97,100,000 kg
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| dronebay=100 m&#179;
|volume=495,000 m&#179;
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| bandwidth=75 Mbit/sec
|cargohold=625 m&#179;
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| info=<b>Development</b><br>The Empire's inner circle of armaments manufacturers has long been proud of the expert methods utilized to harden the Navy Issue Apocalypse's armor plating and structural framework to such an amazing degree.  Its shield systems are also state-of-the-art, rivalling even Caldari Prime's best.  Fearsome by reputation, this is the flagship vessel of the Imperial Navy's elite wing.  Not many are unfortunate enough to have ever actually met one on the field of battle, and those who do usually do not live to tell the tale.  
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| bonuses=<b>Amarr Battleship bonuses (per skill level):</b><br>7.5% bonus to Large Energy Turret optimal range<br>7.5% bonus to Large Energy Turret tracking speed<br>
|dronebay=100 m&#179;
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| structurehp=10,000 HP
|bandwidth=75 Mbit/sec
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| shieldhp=8,000 HP
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| shieldem=0
|info=The Empire's inner circle of armaments manufacturers has long been proud of the expert methods utilized to harden the Navy Issue Apocalypse's armor plating and structural framework to such an amazing degree.  Its shield systems are also state-of-the-art, rivalling even Caldari Prime's best.  Fearsome by reputation, this is the flagship vessel of the Imperial Navy's elite wing.  Not many are unfortunate enough to have ever actually met one on the field of battle, and those who do usually do not live to tell the tale.
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| shieldexp=50
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| shieldkin=40
|bonuses=<b>Amarr Battleship Skill Bonus:</b><br>7.5% to Large Energy Turret optimal range<br>+7.5% Large Energy Turret tracking speed
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| shieldtherm=20
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| armorhp=10,500 HP
|structurehp=10,000 HP
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| armorem=50
|shieldhp=8,000 HP |shieldem=0 |shieldexp=50 |shieldkin=40 |shieldtherm=20
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| armorexp=20
|armorhp=10,500 HP |armorem=50 |armorexp=20 |armorkin=25 |armortherm=35
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| armorkin=25
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| armortherm=35
|maxvelocity=120 m/s
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| maxvelocity=120 m/sec
|inertia=0.115
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| inertia=0.115
|warpspeed=2 AU/s
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| warpspeed=2 AU/s
|warptime=15.48 s
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| warptime=15.48 s
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| targetrange=76.00 km
|targetrange=76 km
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| sigradius=370 m
|sigradius=370 m
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| maxlockedtargets=7
|maxlockedtargets=7
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| sensortype=RADAR
|sensortype=RADAR
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| sensorvalue=25 points
|sensorvalue=25 points
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| scanres=120 mm
|scanres=120 mm
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| reqskills=*{{RequiredSkill|Amarr Battleship|II}}
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**{{RequiredSkill|Spaceship Command|IV}}
|reqskills=*Amarr Battleship I<small>1h 6m</small>
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**{{RequiredSkill|Amarr Battlecruiser|III}}
**Spaceship Command IV<small>1d 1h 8m</small>
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***{{RequiredSkill|Spaceship Command|III}}
**Amarr Battlecruiser III<small>1d 1h 50m</small>
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***{{RequiredSkill|Amarr Cruiser|III}}
***Spaceship Command III<small>4h 25m</small>
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****{{RequiredSkill|Spaceship Command|II}}
***Amarr Cruiser III<small>22h 12m</small>
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****{{RequiredSkill|Amarr Destroyer|III}}
****Spaceship Command II<small>46m</small>
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*****{{RequiredSkill|Amarr Frigate|III}}
****Amarr Destroyer III<small>8h 49m</small>
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******{{RequiredSkill|Spaceship Command|I}}
*****Amarr Frigate III<small>8h 49m</small>
 
*****Spaceship Command I<small>8m</small>
 
|totaltraintime=4d 1h 13m
 
 
|forumlinks=
 
|wikireferences=
 
|externallinks=[http://wiki.eveonline.com/en/wiki/Apocalypse%20Navy%20Issue Apocalypse Navy Issue on Eve Online Wiki]<br>
 
 
|highlights1=High Amount of High Slots
 
|highlights2=High Amount of Low Slots
 
|highlights3=
 
|highlights4=
 
  
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| totaltraintime=4d 2h 5m 50s
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| forumlinks=
 +
| wikireferences=
 +
| externallinks=[http://wiki.eveonline.com/en/wiki/Apocalypse%20Navy%20Issue Apocalypse Navy Issue on Eve Online Wiki]
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| highlights1=High Amount of High Slots
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| highlights2=High Amount of Low Slots
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| highlights3=
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| highlights4=
 
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Revision as of 23:57, 30 May 2014

EVE University Database
 
Ship Database
Apocalypse Navy Issue
CornerTFh.png
Apocalypse Navy Issue
Amarr Empire
Amarr Empire
Faction Battleships
Apocalypse Class
Highlight
High Amount of High Slots
HIGHLIGHTS
Highlight
High Amount of Low Slots
HIGHLIGHTS
RELATED UNI-WIKI REFERENCES

Development
The Empire's inner circle of armaments manufacturers has long been proud of the expert methods utilized to harden the Navy Issue Apocalypse's armor plating and structural framework to such an amazing degree. Its shield systems are also state-of-the-art, rivalling even Caldari Prime's best. Fearsome by reputation, this is the flagship vessel of the Imperial Navy's elite wing. Not many are unfortunate enough to have ever actually met one on the field of battle, and those who do usually do not live to tell the tale.

SHIP BONUSES

Amarr Battleship bonuses (per skill level):
7.5% bonus to Large Energy Turret optimal range
7.5% bonus to Large Energy Turret tracking speed

Required Skills
Training Time what's this?
4d 2h 5m 50s
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
Apocalypse Imperial Issue
Apocalypse Imperial Issue.jpg
CornerTFs.png
Apocalypse Imperial Issue
Special Edition Battleships Apocalypse Class
Icon highlights.pngHigh Amount of High Slots
Icon highlights.pngHigh Amount of Low Slots
Icon hi slot.png8 (0/8) Icon mid slot.png5 Icon low slot.png8
Icon powergrid.png23,400 MW Icon cpu.png550 tf
Icon velocity.png94 m/sec
Icon capacity.png675 m³
,Paladin
Paladin.jpg
CornerT2s.png
Paladin
Marauders Apocalypse Class
Icon highlights.pngHigh Amount of High Slots
Icon highlights.pngHigh Amount of Low Slots
Icon hi slot.png8 (0/4) Icon mid slot.png4 Icon low slot.png7
Icon powergrid.png16,000 MW Icon cpu.png530 tf
Icon velocity.png100 m/sec
Icon capacity.png1,125 m³
,Apocalypse
Apocalypse.jpg
Apocalypse
Standard Battleships Apocalypse Class
Icon highlights.pngHigh Amount of High Slots
Icon highlights.pngHigh Amount of Low Slots
Icon hi slot.png8 (0/8) Icon mid slot.png4 Icon low slot.png7
Icon powergrid.png21,000 MW Icon cpu.png540 tf
Icon velocity.png113 m/sec
Icon capacity.png845 m³

Ship Attributes

Fittings
Powergrid
powergrid
22,000 MW
CPU
cpu output
580 tf
Capacitor
capacitor
7,000 GJ
High
high slots
8
Launchers
launcher slots
0
Turrets
turret slots
8
Medium
medium slots
4
Low
low slots
8
Rig
rigs
3
 
large
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
120 m/sec
Inertia Modifier
inertia modifier (agility)
0.115
Warp Speed
inertia modifier (agility)
2 AU/s
Base Time to Warp
base time to warp
15.48 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
drone capacity
100 m³
Drone Bandwidth
drone bandwidth
75 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
76.00 km
Max Locked Targets
max. locked targets
7
RADAR Sensor
RADAR sensor strength
25 points
Sig. Radius
signature radius
370 m
Scan Res.
scan resolution
120 mm
Structure
Structure Hitpoints
structure hitpoints
10,000 HP
Mass
ship mass
97,100,000 kg
Volume
ship volume
495,000 m³
Cargo Capacity
cargo capacity
625 m³
Frigate Escape Bay
Frigate Capacity
1 Frigate
Armor
Armor Hitpoints
armor hitpoints
10,500 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
35
KIN
kinetic resistance
25
EXP
explosive resistance
20
Shields
Shield Capacity
shield hitpoints
8,000 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
40
EXP
explosive resistance
50


Summary

A significantly buffed version of the Apocalypse. On top of the increased base armor of the ship, the additional low slot allow the ship to either increase dps or increase tank even further.

Skills

Further information about additional or recommended skills to pilot Apocalypse Navy Issue for a specific or it's common role(s) can be written here.

Fitting

PvP Beam
Apocalypse Navy Issue: PvP Beam
EFT
[Apocalypse Navy Issue, PvP Beam]
Tachyon Beam Laser II
Tachyon Beam Laser II
Tachyon Beam Laser II
Tachyon Beam Laser II
Tachyon Beam Laser II
Tachyon Beam Laser II
Tachyon Beam Laser II
Tachyon Beam Laser II

Experimental 100MN Afterburner I
Sensor Booster II
Cap Recharger II
Cap Recharger II

Damage Control II
1600mm Reinforced Steel Plates II
Energized Adaptive Nano Membrane II
Heat Sink II
Heat Sink II
Heat Sink II
Heat Sink II
Heat Sink II

Large Ionic Field Projector I
Large Energy Collision Accelerator I
Large Ancillary Current Router I


Vespa EC-600 x5
Hobgoblin II x5

Targeting Range Script x1
Imperial Navy Gamma L x8
Imperial Navy Ultraviolet L x8
Imperial Navy Infrared L x8
Gleam L x8
Aurora L x8

Fitting template high slot label.png
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Fitting template mid slots label.png
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icon?size=64&.png
Fitting template low slots label.png
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Fitting template drone slots label.png
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Fitting template drone slots label.png
Fitting template charge slots label.png
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Fitting template charge slots label.png
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FITTING DIFFICULTY
EVE VERSION
ODY 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • The additional low slot allow for significantly greater damage than the corresponding standard Apocalypse fit
  • About 91 K EHP before bonuses with all skills at V
  • Damage varies between 760 dps at 23 + 29 km with Gleam to 436 dps at 163 + 25km with Aurora
  • Cap last for 3 min 46 s
PvP Pulse
Apocalypse Navy Issue: PvP Pulse
EFT
[Apocalypse Navy Issue, PvP Pulse]
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II

Experimental 100MN Afterburner I
Tracking Computer II
Federation Navy Stasis Webifier
Republic Fleet Warp Scrambler

Damage Control II
1600mm Reinforced Steel Plates II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Heat Sink II
Heat Sink II
Heat Sink II
Heat Sink II

Large Trimark Armor Pump I
Large Energy Collision Accelerator I
Large Semiconductor Memory Cell I


Hammerhead II x5
Hobgoblin II x5
Hornet EC-300 x5

Optimal Range Script x1
Imperial Navy Gamma L x8
Imperial Navy Ultraviolet L x8
Imperial Navy Infrared L x8
Scorch L x8
Conflagration L x8

Fitting template high slot label.png
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Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
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Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
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Fitting template subsystem slots label.png
Fitting template drone slots label.png
icon?size=64&.png
icon?size=64&.png
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Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
icon?size=64&.png
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Fitting template charge slots label.png
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FITTING DIFFICULTY
EVE VERSION
ODY 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • A powerful PvP ship for mid distance fights
  • 112 K EHP before bonuses with all skills at V
  • Damage varies between 1030 dps at 24 + 13 km with Gleam and 626 dps at 71 + 13 km with Scorch
  • Cap last 4 min 40 s
  • The scram and web can be switched to a point, an eccm or any other utility module
Lvl 4 Mission Runner
Apocalypse Navy Issue: Lvl 4 Mission Runner
EFT
[Apocalypse Navy Issue, Lvl 4 Mission Runner]
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II

Experimental 100MN Afterburner I
Tracking Computer II
Federation Navy Stasis Webifier
Heavy Capacitor Booster II

Damage Control II
1600mm Reinforced Steel Plates II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Imperial Navy Large Armor Repairer
Heat Sink II
Heat Sink II
Heat Sink II

Large Semiconductor Memory Cell I
Large Semiconductor Memory Cell I
Large Semiconductor Memory Cell I


Hammerhead II x5
Hobgoblin II x5
Hornet EC-300 x5

Tracking Speed Script x1
Cap Booster 400 x50
Imperial Navy Gamma L x8
Imperial Navy Ultraviolet L x8
Imperial Navy Infrared L x8
Scorch L x8
Conflagration L x8

Fitting template high slot label.png
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Fitting template mid slots label.png
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Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
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Fitting template subsystem slots label.png
Fitting template drone slots label.png
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Fitting template drone slots label.png
Fitting template charge slots label.png
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FITTING DIFFICULTY
EVE VERSION
ODY 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • A variation on the PvP Pulse fit targeted toward soloing Level 4 missions
  • As shown, the fit requires an implant to boost CPU by 2%. Getting the fit to work without implant requires a significant rejuggling of the modules
  • 104 K EHP before bonuses with all skills at V
  • Damage varies between 976 dps at 21 + 10 km with Gleam and 743 dps at 62 + 10 km with Aurora
  • Cap last for 5 min 40 s with everything turned on using 400 cap boosters
  • The web, with a tracking speed script, is used to be able to kill fast moving targets that get close. The Imperial Navy Gamma crystal also helps
  • The Imperial Navy Large Armor Repairer significantly helps keeping the ship alive during heavy damage fights. If money is tight, it can be replaced by a Tech II module


Tactics

No sub-article about Apocalypse Navy Issue roles or piloting tactics. You can write them here.

Notes

You can write additional notes for Apocalypse Navy Issue here.