Slasher
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The Slasher is cheap, but versatile. It's been manufactured en masse, making it one of the most common vessels in Minmatar space. The Slasher is extremely fast, with decent armaments, and is popular amongst budding pirates and smugglers. SHIP BONUSES
Traits:
Ship Attributes
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Summary
The Slasher is a the tech one Minmatar tackle frigate. It receives a bonus to the cap usage of tackle mods. It has the fastest base speed of the tier one frigates. Four mid slots also allow a great deal of flexibility in fitting.
Skills
- From the ship description:
- Core Competency - Basic [Certificate]
- Frigate Projectile Turrets - Basic [Certificate]
- Propulsion Jammer Operator - Basic [Certificate]
- High Velocity Helmsman - Basic [Certificate]
Fitting
125mm Gatling AutoCannon II, Republic Fleet EMP S
125mm Gatling AutoCannon II, Republic Fleet EMP S
125mm Gatling AutoCannon II, Republic Fleet EMP S
5MN Y-T8 Compact Microwarpdrive
Medium Shield Extender II
Warp Disruptor II
J5b Phased Prototype Warp Scrambler I
Micro Auxiliary Power Core I
F85 Peripheral Damage System I
Small Anti-EM Screen Reinforcer I
Small Core Defense Field Extender I
Small Core Defense Field Extender I
Republic Fleet EMP S x1
- Contact White 0rchid if this fit is outdated
150mm Light AutoCannon II, Republic Fleet EMP S
150mm Light AutoCannon II, Republic Fleet EMP S
150mm Light AutoCannon II, Republic Fleet EMP S
1MN Afterburner II
Medium Ancillary Shield Booster, Cap Booster 50
X5 Prototype Engine Enervator
J5b Phased Prototype Warp Scrambler I
Nanofiber Internal Structure II
Damage Control II
Small Anti-EM Screen Reinforcer I
Small Projectile Burst Aerator I
Small Polycarbon Engine Housing I
Cap Booster 50 x1
Republic Fleet EMP S x1
- Contact White 0rchid if this fit is outdated
Fleet-Up Fittings
Small Knave Scoped Energy Nosferatu
150mm Light Prototype Automatic Cannon
150mm Light Prototype Automatic Cannon
150mm Light Prototype Automatic Cannon
J5b Enduring Warp Scrambler
5MN Y-T8 Compact Microwarpdrive
Medium Azeotropic Restrained Shield Extender
DDO Scoped Tracking Disruptor I
Overdrive Injector System II
Micro Auxiliary Power Core I
Small Anti-EM Screen Reinforcer I
Small Polycarbon Engine Housing I
Small Polycarbon Engine Housing I
Tracking Speed Disruption Script x1
Optimal Range Disruption Script x1
Republic Fleet EMP S x480
- 2016-01-08: added Optimal Range Disruption Script, although the Tracking Speed script will remain the more useful in most cases.
125mm Gatling AutoCannon I
125mm Gatling AutoCannon I
Medium Shield Extender I
Faint Scoped Warp Disruptor
Faint Epsilon Scoped Warp Scrambler
5MN Cold-Gas Enduring Microwarpdrive
Type-D Restrained Nanofiber Structure
Damage Control I
Small Anti-EM Screen Reinforcer I
Small Anti-Thermal Screen Reinforcer I
Small Ancillary Current Router I
Proton S x1
- Guns exist purely to tag targets for killmails. Your damage is negligible, and not the purpose of the fit.
Festival Launcher
200mm Light Prototype Automatic Cannon
200mm Light Prototype Automatic Cannon
200mm Light Prototype Automatic Cannon
F-90 Compact Sensor Booster
F-90 Compact Sensor Booster
5MN Y-T8 Compact Microwarpdrive
Warp Disruptor II
Damage Control II
F-89 Compact Signal Amplifier
Small Targeting System Subcontroller I
Small Targeting System Subcontroller I
Small Auxiliary Thrusters I
Titanium Sabot S x1000
EMP S x2000
Scan Resolution Script x2
Snowball x50
- Get tackle for fleet and as soon as secondary tackle confirmed - warp away!
125mm Gatling AutoCannon II
125mm Gatling AutoCannon II
125mm Gatling AutoCannon II
Warp Scrambler II
Warp Disruptor II
Medium Shield Extender II
5MN Y-T8 Compact Microwarpdrive
Damage Control II
Nanofiber Internal Structure II
Small Anti-EM Screen Reinforcer I
Small Core Defense Field Extender I
Small Core Defense Field Extender I
Republic Fleet EMP S x1200
- Downgrade T2 modules to meta if not enough PWG or CPU in the following sequence: Guns (least important), Scram , Shield Extender, Disruptor (most important)
Small Gremlin Compact Energy Neutralizer
200mm Light 'Scout' Autocannon I
200mm Light 'Scout' Autocannon I
200mm Light 'Scout' Autocannon I
Baker Nunn Enduring Tracking Disruptor I
Fleeting Compact Stasis Webifier
Faint Epsilon Scoped Warp Scrambler
1MN Y-S8 Compact Afterburner
Counterbalanced Compact Gyrostabilizer
IFFA Compact Damage Control
Small Projectile Burst Aerator I
Small Transverse Bulkhead I
Small Transverse Bulkhead I
Barrage S x720
Republic Fleet EMP S x720
Republic Fleet Fusion S x720
Republic Fleet Phased Plasma S x720
Optimal Range Disruption Script x1
200mm AutoCannon II
200mm AutoCannon II
200mm AutoCannon II
Medium Ancillary Shield Booster
1MN Afterburner II
X5 Enduring Stasis Webifier
J5b Enduring Warp Scrambler
Damage Control II
Type-D Restrained Nanofiber Structure
Small Projectile Collision Accelerator I
Small Projectile Burst Aerator I
Republic Fleet EMP S x720
Republic Fleet Fusion S x720
Republic Fleet Phased Plasma S x720
Barrage S x720
- Very tight on CPU fitting requirements. Needs Weapon Upgrades V and CPU Management V
- AB/Scram/Kite archetype for Faction Warfare PVP
Tactics
When flying a slasher as an interceptor you need to take a little time to understand how your ship operates under high speed conditions, and set up your orbit ranges appropriately. Your preferred ships to tackle are anything bigger than you (Cruisers, Battle Cruisers, Battlships), as you have a chance to effectively speed tank any guns that may be on their ships. If you are scram fitted you might be able to assist your other frigate pilots in catching another MWD frigate such as a Dramiel or Interceptor.
- Long Point: With the warp disruptor your orbit should be set to approximately 14-17 KM. This will allow you to stay at 16-18 km, inside of your warp disruption range and outside of medium energy neutralizing range. Hold point (keep the module) active for as long as possible or until someone calls a replacement point (someone else has a scram) and move onto your next target.
- Short Point: Set your orbit to 500 meters and shut off your MWD once you get within 8-11 km of your target. This will allow your ship to quickly achieve a stable orbit at extremely close range to hopefully get under and stay under enemy guns. If you turn your MWD off too late you will 'yo-yo' on the target and potentially loose your scramble and allow a watchful pilot to instapop your fragile frigate as you re-approach. Leaving your MWD on for a low skilled pilot can cause issues with maintaining cap, make it very easy for other ships to shoot you (huge signature radius), and your elliptical orbit may be large enough to push you outside of scram range.
- Spiraling: In both cases you will need to learn how to spiral onto targets. This requires a bit of 'manual' flying. Manual flying is where you double click in space to set your ship trajectory rather than using the approach or orbit command buttons. In the case of spiraling, you want to fly into the target ship at angles when possible. Place the target ship in the center of your screen and double click in space halfway been the ship and the edge of your screen. Once you start getting closer reposition the target ship to the center of your screen and again, double click half way. Do this until you feel you can safely dive onto the target (scramblers) or start you long distance orbit (disruptors) safely.
- Call your point: When you turn your warp disruption module on the target you can briefly call out over com's, "+1 Thorax" if you managed to put a warp disruptor on a thorax, or "+2 Drake" if you managed to put a scrambler on a drake. +1 is for Warp disruptors +2 is for scramblers. Do not say anything else. If your ship is going down and you are about to be blown up, do not call out over coms "I'm gonna die!" That is bad. Simply call out briefly over com's "-1 Thorax" or "-2 Drake" and warp your pod off so you can reship.
Notes
This vessel qualifies for the University Ship Replacement Program, PYOS, and BYOM.