Apocalypse Navy Issue
RELATED UNI-WIKI REFERENCES
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Development SHIP BONUSES
Amarr Battleship bonuses (per skill level):
Ship Attributes
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Summary
A significantly buffed version of the Apocalypse. On top of the increased base armor of the ship, the additional low slot allow the ship to either increase dps or increase tank even further.
Skills
Further information about additional or recommended skills to pilot Apocalypse Navy Issue for a specific or it's common role(s) can be written here.
Fitting
Tachyon Beam Laser II
Tachyon Beam Laser II
Tachyon Beam Laser II
Tachyon Beam Laser II
Tachyon Beam Laser II
Tachyon Beam Laser II
Tachyon Beam Laser II
Tachyon Beam Laser II
Experimental 100MN Afterburner I
Sensor Booster II
Cap Recharger II
Cap Recharger II
Damage Control II
1600mm Reinforced Steel Plates II
Energized Adaptive Nano Membrane II
Heat Sink II
Heat Sink II
Heat Sink II
Heat Sink II
Heat Sink II
Large Ionic Field Projector I
Large Energy Collision Accelerator I
Large Ancillary Current Router I
Vespa EC-600 x5
Hobgoblin II x5
Targeting Range Script x1
Imperial Navy Gamma L x8
Imperial Navy Ultraviolet L x8
Imperial Navy Infrared L x8
Gleam L x8
Aurora L x8
- The additional low slot allow for significantly greater damage than the corresponding standard Apocalypse fit
- About 91 K EHP before bonuses with all skills at V
- Damage varies between 760 dps at 23 + 29 km with Gleam to 436 dps at 163 + 25km with Aurora
- Cap last for 3 min 46 s
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Experimental 100MN Afterburner I
Tracking Computer II
Federation Navy Stasis Webifier
Republic Fleet Warp Scrambler
Damage Control II
1600mm Reinforced Steel Plates II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Heat Sink II
Heat Sink II
Heat Sink II
Heat Sink II
Large Trimark Armor Pump I
Large Energy Collision Accelerator I
Large Semiconductor Memory Cell I
Hammerhead II x5
Hobgoblin II x5
Hornet EC-300 x5
Optimal Range Script x1
Imperial Navy Gamma L x8
Imperial Navy Ultraviolet L x8
Imperial Navy Infrared L x8
Scorch L x8
Conflagration L x8
- A powerful PvP ship for mid distance fights
- 112 K EHP before bonuses with all skills at V
- Damage varies between 1030 dps at 24 + 13 km with Gleam and 626 dps at 71 + 13 km with Scorch
- Cap last 4 min 40 s
- The scram and web can be switched to a point, an eccm or any other utility module
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Experimental 100MN Afterburner I
Tracking Computer II
Federation Navy Stasis Webifier
Heavy Capacitor Booster II
Damage Control II
1600mm Reinforced Steel Plates II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Imperial Navy Large Armor Repairer
Heat Sink II
Heat Sink II
Heat Sink II
Large Semiconductor Memory Cell I
Large Semiconductor Memory Cell I
Large Semiconductor Memory Cell I
Hammerhead II x5
Hobgoblin II x5
Hornet EC-300 x5
Tracking Speed Script x1
Cap Booster 400 x50
Imperial Navy Gamma L x8
Imperial Navy Ultraviolet L x8
Imperial Navy Infrared L x8
Scorch L x8
Conflagration L x8
- A variation on the PvP Pulse fit targeted toward soloing Level 4 missions
- As shown, the fit requires an implant to boost CPU by 2%. Getting the fit to work without implant requires a significant rejuggling of the modules
- 104 K EHP before bonuses with all skills at V
- Damage varies between 976 dps at 21 + 10 km with Gleam and 743 dps at 62 + 10 km with Aurora
- Cap last for 5 min 40 s with everything turned on using 400 cap boosters
- The web, with a tracking speed script, is used to be able to kill fast moving targets that get close. The Imperial Navy Gamma crystal also helps
- The Imperial Navy Large Armor Repairer significantly helps keeping the ship alive during heavy damage fights. If money is tight, it can be replaced by a Tech II module
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Federation Navy Stasis Webifier
Sensor Booster II
Damage Control II
Heat Sink II
Heat Sink II
Heat Sink II
Tracking Enhancer II
Tracking Enhancer II
Capacitor Power Relay II
Capacitor Power Relay II
Large Anti-EM Screen Reinforcer I
Large Core Defense Field Extender I
Large Energy Burst Aerator II
Medium Shield Maintenance Bot I x5
Acolyte II x5
Scan Resolution Script x1
Imperial Navy Multifrequency L x40
Imperial Navy Microwave L x16
Multifrequency L x8
Microwave L x8
- Amarr Battleship II
- Shield Rigging skills are not necessary, as another Unista can apply them for you.
- Upon reaching Amarr Battleship IV, I recommend swapping the second Tracking Enhancer II for a fourth Heat Sink II.
- This fit is very Cap-Unstable, be aware of your personal capacitor skills before flying.
Tactics
Unfortunately, due to it's hull bonuses, the Apocalypse Navy Issue will have a difficult time shooting frigates, as they orbit well under the NApoc's minimum range. Because of this, your best strategy is to focus on the frigs at the initial spawn, and then shift to the battleships/cruisers after the frigates get too close. In addition, the NApoc has some capacitor issues when using the Multifrequency ammo, so keep an eye on your cap level. If you run out of cap in a site, your tank is as good as toast!
Notes
You can write additional notes for Apocalypse Navy Issue here.