Scythe Fleet Issue

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EVE University Database
 
Ship Database
Scythe Fleet Issue
Scythe Fleet Issue
Minmatar Republic
Minmatar Republic
Faction Cruisers
Scythe Class
RELATED UNI-WIKI REFERENCES

The Scythe Fleet Issue is a throwback to earlier days of Minmatar ship design, when the scarcity of resources meant that a single ship needed to be able to do almost everything. While often dubbed a "mini-Typhoon" for this reason, this versatile gunboat nonetheless has nowhere near the defensive capabilities of its larger ancestor. What it does bring to the table, however, is unparalleled agility and unpredictability. A squadron of these ships can be an immense thorn in the side of even the most able and well-equipped fleet commander.

SHIP BONUSES

Minmatar Cruiser Skill Bonus:
5% bonus to Medium Projectile Turret rate of fire and 5% bonus to Assault, Heavy Assault and Heavy Missile Launcher rate of fire per level.

Required Skills
  • Minmatar Cruiser III22h 13m
    • Spaceship Command III4h 26m
    • Minmatar Frigate IV2d 2h 17m
Training Time what's this?
3d 4h 57m
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
Scythe
Scythe.jpg
Scythe
Standard Cruisers Scythe Class
Icon hi slot.png3 (1/2) Icon mid slot.png5 Icon low slot.png5
Icon powergrid.png345 MW Icon cpu.png285 tf
Icon velocity.png250 m/sec
Icon capacity.png475 m³
, Scimitar
Scimitar.jpg
CornerT2s.png
Scimitar
Logistics Cruisers Scythe Class
Icon hi slot.png4 (1/2) Icon mid slot.png5 Icon low slot.png4
Icon powergrid.png735 MW Icon cpu.png445 tf
Icon velocity.png253 m/sec
Icon capacity.png440 m³

Ship Attributes

Fittings
Powergrid
powergrid
745 MW
CPU
cpu output
275 tf
Capacitor
capacitor
1,062.5 GJ
High
high slots
6
Launchers
launcher slots
3
Turrets
turret slots
3
Medium
medium slots
4
Low
low slots
3
Rig
rigs
3
 
medium
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
270 m/s
Inertia Modifier
inertia modifier (agility)
0.44
Warp Speed
inertia modifier (agility)
3 AU/s
Base Time to Warp
base time to warp
6.65 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
25 m³
Drone Bandwidth
drone bandwidth
25 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
37 km
Max Locked Targets
max. locked targets
7
LADAR Sensor
LADAR sensor strength
13 points
Sig. Radius
signature radius
90 m
Scan Res.
scan resolution
345 mm
Structure
Structure Hitpoints
structure hitpoints
1,220 HP
Mass
ship mass
10,910,000 kg
Volume
ship volume
89,000 m³
Cargo Capacity
cargo capacity
440 m³
Armor
Armor Hitpoints
armor hitpoints
1,040 HP
Armor Resistances
EM
electromagnetic resistance
60
THR
thermal resistance
35
KIN
kinetic resistance
25
EXP
explosive resistance
10
Shields
Shield Capacity
shield hitpoints
1,400 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
40
EXP
explosive resistance
50


Summary

The Scythe Fleet Issue is one of the fastest cruisers around, but also fairly weak as far as tank is concerned. Its split between turrets and missiles also make it hard to skill efficiently into one. Its main advantage over T1 cruisers is its speed. It can kite very well, and put out more DPS than a Stabber. The Scythe Fleet Issue is a very rare ship, however, due to its expense and role.

Skills

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

Fitting

No tagged fittings for Scythe Fleet Issue.

Tactics

Kiting is the name of the game with a Scythe Fleet Issue. Shield tank it, fit a MWD, and guns that will keep you out of scram range. It's a pretty weak ship, so not getting pinned down while you fight is key.

Notes

You can write additional notes for Scythe Fleet Issue here.