Armageddon
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The mighty Armageddon class is the main warship of the Amarr Empire. Its heavy armaments and strong front are specially designed to crash into any battle like a juggernaut and deliver swift justice in the name of the Emperor. SHIP BONUSES
Amarr Battleship Skill Bonus:
Ship Attributes
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Summary
The Armageddon is one of the two battleship drone carriers, with a bonus to drone damage, drone hit points and energy neutralizer range. It has the 125mb bandwidth required to field a full flight of heavy or sentry drones (something not unique among T1 battleships) and a 375m3 drone bay large enough to carry several flights of heavies, sentries, mediums and/or lights. With its 4 mid slots and 7 low slots the Armageddon is normally armor tanked.
Like the Dragoon and Curse, the Armageddon has bonuses to energy neutraliser range (not amount), allowing it to apply capacitor warfare to outwards of 30km with Amarr Battleship V.
Skills
Further information about additional or recommended skills to pilot Armageddon for a specific or it's common role(s) can be written here.
Fitting
Dual Modulated Heavy Energy Beam I
Dual Modulated Heavy Energy Beam I
Dual Modulated Heavy Energy Beam I
Dual Modulated Heavy Energy Beam I
Dual Modulated Heavy Energy Beam I
Heavy Diminishing Power System Drain I
Heavy Diminishing Power System Drain I
Experimental 100MN Afterburner I
Cap Recharger II
Cap Recharger II
Cap Recharger II
Damage Control II
Drone Damage Amplifier II
1600mm Reinforced Steel Plates II
Large Armor Repairer II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Energized Explosive Membrane II
Large Auxiliary Nano Pump I
Large Auxiliary Nano Pump I
Large Capacitor Control Circuit I
Ogre I x5
Garde I x5
Hammerhead II x5
Hobgoblin II x5
Multifrequency L x5
- Basic brawling fit
- Solid armor tank, reps up to 350 damage/s
- Cap stable only when able to leech cap.
- Use the AB to get into brawling range or sentries to draw aggro and shoot ships which stay at a distance.
- At close range heavy drones can be recalled quite quickly so that they won't take too much damage when aggroed.
- Use armor maintenance bots to repair damaged drones when not under attack
Heavy Unstable Power Fluctuator I
Heavy Unstable Power Fluctuator I
Heavy Unstable Power Fluctuator I
Heavy Unstable Power Fluctuator I
Heavy Unstable Power Fluctuator I
Heavy Unstable Power Fluctuator I
Drone Link Augmentor II
Large Micro Jump Drive
Omnidirectional Tracking Link II
Heavy Capacitor Booster II
Sensor Booster II
Damage Control II
1600mm Reinforced Steel Plates II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Energized Explosive Membrane II
Drone Damage Amplifier II
Drone Damage Amplifier II
Large Sentry Damage Augmentor I
Large Anti-Kinetic Pump I
Large Trimark Armor Pump I
Garde II x5
Warrior II x5
Hammerhead II x5
Vespa EC-600 x5
Bouncer II x5
Navy Cap Booster 800 x1
Targeting Range Script x1
- A neuting fit which has one 1600 mm and well rounded resist profile around 70%
- As fitted, with all skills at V and before boost, this ship has 107 K EHP, flies at 114 m/s and align in 13.1 s. Cap last for about 9 min (with MJD off), as long as you don't run out of cap charges.
- Damage varies between 702 dps at 38 + 12 km with Garde II to 178 dps with Warrior II. Can snipe at up to 84 km
- Will neut 150 cap units per s at 37.8 km
Drone Link Augmentor II
Drone Link Augmentor II
Heavy Unstable Power Fluctuator I
Heavy Unstable Power Fluctuator I
Heavy Unstable Power Fluctuator I
Heavy Unstable Power Fluctuator I
Heavy Unstable Power Fluctuator I
Prototype 100MN Microwarpdrive I
Sensor Booster II
Heavy Capacitor Booster II
Omnidirectional Tracking Link II
Damage Control II
1600mm Reinforced Steel Plates II
1600mm Reinforced Steel Plates II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Drone Damage Amplifier II
Drone Damage Amplifier II
Large Egress Port Maximizer I
Large Trimark Armor Pump I
Large Trimark Armor Pump I
Garde II x5
Curator II x5
Warrior II x10
Hammerhead II x5
Hornet EC-300 x5
Navy Cap Booster 800 x1
- A variation on the fit above with two 1600 mm. Resists are however lower, making it more difficult to keep up with logi even if the overall EHP is much higher.
- As fitted, with all skills at V and before boost, this ship has 127 K EHP, flies at 776 m/s (1107 m/s with MWD overheated) and align in 19.6 s (13.5 s with MWD off). Cap last for about 2 min with MWD on, and is stable witht he MWD off.
- Damage varies between 664 dps at 38 + 12 km with Garde II to 178 dps with Warrior II. Can snipe at up to 105 km.
- Will neut 125 cap units per s at 37.8 km
Tactics
No sub-article about Armageddon roles or piloting tactics. You can write them here.
Notes
This vessel qualifies for the University PYOS and BYOM programs.
In comparison to the other T1 battleship commonly used for neuting, the Dominix, the Armageddon gets a 50% range bonus to neuts but loses the drone range and tracking bonuses. A neuting Armaggedon will therefore not be as efficient at applying its DPS, and will has more difficulty killing small stuff. This is balanced by the higher number of high slots and increased powergrid which makes it possible to easily field 4, 5 6 or even 7 neuts, which combined with gives the Armageddon the longest range of T1 neuting battleships. The Abaddon is also a popular choice for neuting. While it is not range bonused, its additional high gives it more neuting power which can be more important (particularly against a Capital Ship where range is often not an issue due to enemy's lack of mobility). The Abaddon also receives a tanking bonus helping survivability.
The Armageddon gets 4 mid slots, compared to the Dominix 5, which means that difficult choices must be made. A prop mod and a heavy capacitor booster will almost always be used. It is very useful for at least one member of your fleet to fit a ship scanner so that you can view your enemy's cap level. If you wish to fulfill a DPS role then an omnidirectional tracking link is also recommended to improve the tracking of your sentry drones (which is normally quite low). Other popular midslot modules include remote ECCM (normally placed onto a friendly logi), or a 2nd cap booster (which can allow you to operate without a permanent incoming ET from a Guardian or Basilisk).