Difference between revisions of "Sacrilege"

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==Summary==
 
==Summary==
''You can write a summary for Sacrilege here.''
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Like other Khanid vessels, the Sacrilege fuses Amarr armor tanking with Caldari missile weapons, providing a rare combination which is difficult to skill into -- Amarr pilots will prefer to fly a [[Zealot]]. However, a Caldari pilot who has strong missile skills but weak gunnery skills and finds themselves in need of an armor tanked damage-dealing ship for fleet ops will find themselves short on options. Thus, the Sacrilege fills a very niche spot in Eve's catalog of ships, along with is siblings the [[Vengeance]] and [[Damnation]].
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For the prospective armor-tanking Caldari pilot, the Sacrilege is most comparable to and easiest to crosstrain from a [[Cerberus]]. It trades some range, DPS, and speed for tank, signature radius, a 50m3 drone bay, a potential energy neutralizer, and a choice of any damage type. These differences (particularly the tank) make the Sacrilege far more suited to brawling than the Cerberus.
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Due to the ubiquity of brawling armor fleets in wormhole space, the Sacrilege is ultimately the only real choice for a missile boat suitable for a typical WH fleet.
  
 
==Skills==
 
==Skills==

Revision as of 20:23, 5 August 2014

EVE University Database
 
Ship Database
Sacrilege
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Sacrilege
Amarr Empire
Amarr Empire
Heavy Assault Cruisers
Maller Class
RELATED UNI-WIKI REFERENCES

Development
Khanid's engineers have spent months perfecting the Sacrilege's on-board missile launcher optimization systems, making it a very effective assault missile platform. In addition, its supremely advanced capacitor systems make it one of the most dangerous ships in its class.

Developer: Khanid Innovation
In an effort to maintain the fragile peace with the old empire through force of deterrence, Khanid Innovation have taken the Maller blueprint and morphed it into a monster. State-of-the-art armor alloys, along with missile systems developed from the most advanced Caldari designs, mean the Sacrilege may be well on its way to becoming the Royal Khanid Navy's flagship cruiser.

SHIP BONUSES

Amarr Cruiser bonuses (per skill level):
5% bonus to Heavy Missile and Heavy Assault Missile damage
4% bonus to all armor resistances
Heavy Assault Cruisers bonuses (per skill level):
10% bonus to Heavy Missile and Heavy Assault Missile max velocity
5% bonus to Rapid Light Missile, Heavy Missile and Heavy Assault Missile Launcher rate of fire
Role Bonus:
50% reduction in Microwarpdrive signature radius penalty

Required Skills
Training Time what's this?
63d 9h 37m 40s
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
Devoter
Devoter.jpg
CornerT2s.png
Devoter
Heavy Interdiction Cruisers Maller Class
Icon highlights.pngHigh Amount of Low Slots
Icon hi slot.png6 (0/5) Icon mid slot.png3 Icon low slot.png7
Icon powergrid.png1,265 MW Icon cpu.png368 tf
Icon velocity.png215 m/sec
Icon capacity.png375 m³
,Maller
Maller.jpg
Maller
Standard Cruisers Maller Class
Icon hi slot.png5 (0/5) Icon mid slot.png3 Icon low slot.png6
Icon powergrid.png1,150 MW Icon cpu.png300 tf
Icon velocity.png205 m/sec
Icon capacity.png480 m³

Ship Attributes

Fittings
Powergrid
powergrid
1,100 MW
CPU
cpu output
420 tf
Capacitor
capacitor
1,700 GJ
High
high slots
6
Launchers
launcher slots
5
Turrets
turret slots
1
Medium
medium slots
4
Low
low slots
5
Rig
rigs
2
 
medium
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
200 m/sec
Inertia Modifier
inertia modifier (agility)
0.567
Warp Speed
inertia modifier (agility)
3.3 AU/s
Base Time to Warp
base time to warp
9.24 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
50 m³
Drone Bandwidth
drone bandwidth
50 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
70.00 km
Max Locked Targets
max. locked targets
7
RADAR Sensor
RADAR sensor strength
22 points
Sig. Radius
signature radius
135 m
Scan Res.
scan resolution
312 mm
Structure
Structure Hitpoints
structure hitpoints
1,690 HP
Mass
ship mass
11,750,000 kg
Volume
ship volume
118,000 m³
Cargo Capacity
cargo capacity
615 m³
Armor
Armor Hitpoints
armor hitpoints
2,250 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
35
KIN
kinetic resistance
62.5
EXP
explosive resistance
80
Shields
Shield Capacity
shield hitpoints
1,100 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
70
EXP
explosive resistance
87.5


Summary

Like other Khanid vessels, the Sacrilege fuses Amarr armor tanking with Caldari missile weapons, providing a rare combination which is difficult to skill into -- Amarr pilots will prefer to fly a Zealot. However, a Caldari pilot who has strong missile skills but weak gunnery skills and finds themselves in need of an armor tanked damage-dealing ship for fleet ops will find themselves short on options. Thus, the Sacrilege fills a very niche spot in Eve's catalog of ships, along with is siblings the Vengeance and Damnation.

For the prospective armor-tanking Caldari pilot, the Sacrilege is most comparable to and easiest to crosstrain from a Cerberus. It trades some range, DPS, and speed for tank, signature radius, a 50m3 drone bay, a potential energy neutralizer, and a choice of any damage type. These differences (particularly the tank) make the Sacrilege far more suited to brawling than the Cerberus.

Due to the ubiquity of brawling armor fleets in wormhole space, the Sacrilege is ultimately the only real choice for a missile boat suitable for a typical WH fleet.

Skills

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

Fitting

PvP Buffer Tank
Sacrilege: PvP Buffer Tank
EFT
[Sacrilege, PvP Buffer Tank]
Small Unstable Power Fluctuator I
Heavy Assault Missile Launcher II
Heavy Assault Missile Launcher II
Heavy Assault Missile Launcher II
Heavy Assault Missile Launcher II
Heavy Assault Missile Launcher II

Experimental 10MN Microwarpdrive I
J5 Prototype Warp Disruptor I
Faint Epsilon Warp Scrambler I
Fleeting Propulsion Inhibitor I

Damage Control II
1600mm Reinforced Steel Plates II
Energized Adaptive Nano Membrane II
Ballistic Control System II
Ballistic Control System II

Medium Anti-Thermic Pump I
Medium Processor Overclocking Unit I


Hammerhead II x5

Caldari Navy Nova Heavy Assault Missile x1

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FITTING DIFFICULTY
EVE VERSION
ODY 1.1
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • Heavy tackler, with a point, a scram and a web
  • With all skills at V and before boost, this ship has 52.7 K EHP, flies at 1387 m/s (1945 m/s with overheat) and align in 10.4 s with MWD on (7.7 s off)
  • Cap last for 7 min 4 seconds, so in the context of a PvP ship it is essentially cap stable
  • Damage is 623 dps within 25.3 km
PvP Double Repair
Sacrilege: PvP Double Repair
EFT
[Sacrilege, PvP Double Repair]
Small Unstable Power Fluctuator I
Heavy Assault Missile Launcher II
Heavy Assault Missile Launcher II
Heavy Assault Missile Launcher II
Heavy Assault Missile Launcher II
Heavy Assault Missile Launcher II

Experimental 10MN Microwarpdrive I
Faint Epsilon Warp Scrambler I
X5 Prototype Engine Enervator
Medium Capacitor Booster II

Damage Control II
Medium Armor Repairer II
Medium Armor Repairer II
Energized Adaptive Nano Membrane II
Ballistic Control System II

Medium Auxiliary Nano Pump I
Medium Warhead Calefaction Catalyst I


Hammerhead II x5

Cap Booster 800 x1
Caldari Navy Nova Heavy Assault Missile x1

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FITTING DIFFICULTY
EVE VERSION
ODY 1.1
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • Heavy tackler, with a scram and a web (a point could be used instead of the scram)
  • With all skills at V and before boost, this ship has 20.9 K EHP, flies at 1649 m/s (2349 m/s with overheat) and align in 8.9 s with MWD on (6.2 s off)
  • Damage is 558 dps within 30.4 km
  • Cap stable as long as you have cap boosters. The double armor repair will repair 428 armor points per second. Without cap boosters, the cap will run dry in 44 seconds
Brawler
Sacrilege: Brawler
EFT
[Sacrilege, Brawler]
Heavy Assault Missile Launcher II
Heavy Assault Missile Launcher II
Heavy Assault Missile Launcher II
Heavy Assault Missile Launcher II
Heavy Assault Missile Launcher II
Medium Unstable Power Fluctuator I

Experimental 10MN Microwarpdrive I
Warp Disruptor II
Fleeting Propulsion Inhibitor I
Conjunctive Radar ECCM Scanning Array I

Damage Control II
Ballistic Control System II
Ballistic Control System II
Imperial Navy Energized Adaptive Nano Membrane
1600mm Reinforced Rolled Tungsten Plates I

Medium Trimark Armor Pump I
Medium Trimark Armor Pump I


Valkyrie II x5

Caldari Navy Nova Heavy Assault Missile x1

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FITTING DIFFICULTY
EVE VERSION
ODY 1.1
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • This fit made Jester's Fit of the week on Sept 5, 2013. See http://jestertrek.blogspot.ca/2013/09/fit-of-week-odyssey-sacrilege.html for details
  • As fitted, with all skills at V and before fleet boosts, this ship has 58.7 EHP, flies at 1359 m/s (1925 m/s with MWD overheated) and align in 10 s (7.3 s with MWD off). With all modules on, the capacitor will last 2 min 51 s.
  • Damage is 568 dps at less than 30.4 km.


Tactics

No sub-article about Sacrilege roles or piloting tactics. You can write them here.

Notes

You can write additional notes for Sacrilege here.