notes=A sniping fit that be be used either for PvE or PvP.</li><li>With all skills at V and before boosts, this ship has 69 K EHP, flies at 389 m/s (495 m/s overheated) and align in 12.9 s (9.6 s with AB off).</li><li>Damage varies between 737 dps at 19 + 16 km with Imperial Navy Multifrequency (incl drones) to 370 dps at 70 + 16 km with Aurora (excl drones). Tracking is excellent at 0.105 rad/s with Gleam ammo and two Tracking Speed Scripts.</li><li>The capacitor is stable using Cap Booster 400 charges. The cap booster module could also be replaced by a Cap Recharger II, and in this case the capacitor will last 4 min 2 sec.</li><li>The ship can be made self repping by switching one EANM II or one Heat Sink II by a Medium Armor Repairer II. The use of Cap Boosters charges is however required in this case to keep the ship close to cap stable.}}
Development While the Harbinger is a formidable vessel on its own, recent reports have raised its lack of flexibility as a noteworthy concern in the ever-shifting fleet tactic doctrines. Working hard to correct this problem, Imperial engineers came up with the improved Navy Issue variant. Boasting upgraded tracking systems, enhanced resilience and an advanced medium slot configuration layout, the Harbinger Navy Issue is a radical change over its predecessor, capable of astounding performance in a much wider spectrum of engagements.
SHIP BONUSES
Amarr Battlecruiser bonuses (per skill level): 7.5% bonus to Medium Energy Turret tracking speed 10% bonus to Medium Energy Turret damage Role Bonus: • Can fit Warfare Link modules 25% bonus to Medium Energy Turret optimal range and falloff
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
75 m³
Drone Bandwidth
50 Mbit/sec
Targeting
Max Tgt. Range
70.00 km
Max Locked Targets
7
RADAR Sensor
21 points
Sig. Radius
270 m
Scan Res.
210 mm
Structure
Structure Hitpoints
6,750 HP
Mass
15,500,000 kg
Volume
234,000 m³
Cargo Capacity
375 m³
Armor
Armor Hitpoints
7,875 HP
Armor Resistances
EM
50
THR
35
KIN
25
EXP
20
Shields
Shield Capacity
4,500 HP
Shield Resistances
EM
0
THR
20
KIN
40
EXP
50
Summary
Released with the Odyssey expansion, the Harbinger Navy Issue is almost a straight upgrade to the Harbinger, with more fitting space, base HP and even an extra medium power slot. While the tracking bonus allows the Harbinger Navy Issue to track smaller ships with greater ease, the loss of the capacitor bonus from the Harbinger makes the already cap hungry Battlecruiser tougher to keep stable.
Skills
Amarr Battlecruiser to at least IV to get more DPS out of the Harbinger Navy Issue's lasers and help it track smaller ships.
While Medium Beam Laser Specialization is not as common, there are a number of circumstances where the range of the Beam lasers is appreciated. As for the Pulse, the cost of the Tech II Beam Lasers is much lower than the Tech I meta 4.