For more info on fittings, please click [[Crucifier/Fittings|here]]
| ship=Crucifier
| shipTypeID=2161
| fitName=Fleet T1 Range
| fitID=Fleet-T1-Range
| low1name=Damage Control I
| low1typeID=2046
| low2name=Nanofiber Internal Structure I
| low2typeID=2603
| low3name=Mark I Generator Refitting: Capacitor Power Relay
| low3typeID=8177
| mid1name=Limited 1MN Microwarpdrive I
| mid1typeID=5973
| mid2name=DDO Photometry Tracking Disruptor I, Tracking Speed Disruption Script
| mid2typeID=5322
| charge1name=Tracking Speed Disruption Script x4
| charge1typeID=29007
| mid3name=DDO Photometry Tracking Disruptor I, Tracking Speed Disruption Script
| mid3typeID=5322
| mid4name=DDO Photometry Tracking Disruptor I, Tracking Speed Disruption Script
| mid4typeID=5322
| high1name=Drone Link Augmentor I
| high1typeID=23527
| high2name=Drone Link Augmentor I
| high2typeID=23527
| rig1name=Small Particle Dispersion Projector I
| rig1typeID=31298
| rig2name=Small Particle Dispersion Projector I
| rig2typeID=31298
| rig3name=Small Ionic Field Projector I
| rig3typeID=31274
| drone1name=Hornet EC-300 x3
| drone1typeID=23707
| drone2name=Warrior I x6
| drone2typeID=2486
| charge2name=Optimal Range Disruption Script x3
| charge2typeID=29005
| charge3name=open
| charge4name=open
| charge5name=open
| drone3name=open
| drone4name=open
| drone5name=open
| skills=
| showSKILLS=N
| notes=These are force multipliers in a fleet. Stay far off the fight, like 50+km. No need to tech2 fit anything.</li><li>Spread tracking disruptors among the enemy Damage Dealers. Use Optimal Range Disruption Scripts on ships that are kiting away, off of the fleet. Use Tracking Speed Disruption Scripts on ships that are in close to the fleet</li><li>Warp off anytime you get redboxed.</li><li>The drones are just to whore on killmails, don't worry about them.
| mid2name=Balmer Series Tracking Disruptor I, Tracking Speed Disruption Script
| mid2typeID=5320
| charge1name=Tracking Speed Disruption Script x4
| charge1typeID=29007
| mid3name=Balmer Series Tracking Disruptor I, Tracking Speed Disruption Script
| mid3typeID=5320
| mid4name=Balmer Series Tracking Disruptor I, Tracking Speed Disruption Script
| mid4typeID=5320
| high1name=125mm Gatling AutoCannon II, Republic Fleet EMP S
| high1typeID=2873
| charge2name=Republic Fleet EMP S x1
| charge2typeID=21898
| rig1name=Small Trimark Armor Pump I
| rig1typeID=30987
| rig2name=Small Trimark Armor Pump I
| rig2typeID=30987
| rig3name=Small Trimark Armor Pump I
| rig3typeID=30987
| drone1name=Warrior II x6
| drone1typeID=2488
| drone2name=Hornet EC-300 x3
| drone2typeID=23707
| charge3name=Optimal Range Disruption Script x3
| charge3typeID=29005
| high2name=open
| charge4name=open
| charge5name=open
| drone3name=open
| drone4name=open
| drone5name=open
| skills=
| showSKILLS=N
| notes=Great for armor frig/dessie roams. Stay with your logi. Spread Tracking Disruptors among the enemy Damage Dealers. Use Optimal Range Disruption Scripts on ships that are kiting away, off of the fleet. Use Tracking Speed Disruption Scripts on ships that are in close to the fleet</li><li>If fighting a turret based cruiser or larger, Tracking Speed Disruption will really mess up their day.</li><li>Switch out the MWD for an AB if its an AB fleet.</li><li>The autocannons are just for shooting drones/whoring on kills. Not necessary.
Development The Crucifier was first designed as an explorer/scout, but the current version employs the electronic equipment originally intended for scientific studies for more offensive purposes. The Crucifier's electronic and computer systems take up a large portion of the internal space leaving limited room for cargo or traditional weaponry.
SHIP BONUSES
Amarr Frigate bonuses (per skill level): 7.5% bonus to Tracking Disruptor effectiveness 10% bonus to Tracking Disruptor optimal range
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
45 m³
Drone Bandwidth
15 Mbit/sec
Targeting
Max Tgt. Range
64.00 km
Max Locked Targets
6
RADAR Sensor
14 points
Sig. Radius
38 m
Scan Res.
540 mm
Structure
Structure Hitpoints
350 HP
Mass
1,064,000 kg
Volume
28,100 m³
Cargo Capacity
265 m³
Armor
Armor Hitpoints
400 HP
Armor Resistances
EM
50
THR
35
KIN
25
EXP
20
Shields
Shield Capacity
250 HP
Shield Resistances
EM
0
THR
20
KIN
40
EXP
50
Summary
The Crucifier is the Amarr standard EWARfrigate, with bonuses to tracking disruption effectiveness. Like the Vigil and target painters, the stacking penalties of tracking disruptors make having several of these ships in a fleet ineffective. Due to the ships inherent fragility, small capacitor and the large optimal range of tracking disruptors that allow the ship to operate from a far, pilots may be best using long range beam lasers or small artillery turrets, though for an EWAR frigate DPS isn't of great concern.
Tracking disruptors work by reducing the optimal, falloff, and tracking speed of the target. You can load scripts into them, giving them twice the effectiveness against either (optimal and falloff) OR tracking speed, but losing the other effect entirely. With Amarr frigates at V, a single Meta 4 or Tech II tracking disruptor on a Crucifier will reduce the tracking speed or the (optimal and falloff ranges) of any turret-using ship you point it at by 66%. While this can cripple virtually any ship using turrets as their primary weapon, it's completely useless against missile and drone ships (like the Raven, Dominix, Myrmidon, Drake, et ceteras), cap warfare, other electronic warfare and logi ships, so choose your targets carefully.
Uses meta4 TDs, and cheapish meta 2-3 in other slots, but has the CPU open to downgrade if you want to go even cheaper (at the expense of range).
Drones to taste, on the understanding that if you are ever in drone range of more than one hostile ship, you are dead. Guns likewise basically irrelevant.
Your only tank is range. Don't even wait for them to yellowbox - bounce if your position feels a bit dubious.
Works very well to counter the many snipers who like to sit at 100km - three damps stacked, with pretty low skills, will reduce optimal range to 5% of its starting value.