Crucifier Navy Issue
Reason: Frostline
RELATED UNI-WIKI REFERENCES
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As YC117 came to a close, the Imperial Navy found itself facing the most significant series of crises in over seven years. The loss of Empress Jamyl Sarum to the hostile and enigmatic Drifter fleet followed by further Drifter incursions into the Empire left the Navy stretched thin and barely able to keep up with the demands of defending the throne worlds. In response to these challenges, the Empire has turned to their Capsuleer allies for support in their time of need. SHIP BONUSES
Amarr Frigate bonuses (per skill level):
Ship Attributes
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Summary
The Crucifier is the Amarr standard EWAR frigate, with bonuses to tracking disruption effectiveness. Like the Vigil and target painters, the stacking penalties of tracking disruptors make having several of these ships in a fleet ineffective. Due to the ships inherent fragility, small capacitor and the large optimal range of tracking disruptors that allow the ship to operate from a far, pilots may be best using long range beam lasers or small artillery turrets, though for an EWAR frigate DPS isn't of great concern.
Tracking disruptors work by reducing the optimal, falloff, and tracking speed of the target. You can load scripts into them, giving them twice the effectiveness against either (optimal and falloff) OR tracking speed, but losing the other effect entirely. With Amarr frigates at V, a single Meta 4 or Tech II tracking disruptor on a Crucifier will reduce the tracking speed or the (optimal and falloff ranges) of any turret-using ship you point it at by 66%. While this can cripple virtually any ship using turrets as their primary weapon, it's completely useless against missile and drone ships (like the Raven, Dominix, Myrmidon, Drake, et ceteras), cap warfare, other electronic warfare and logi ships, so choose your targets carefully.
Skills
The reason is: changes due to Frontline expansion
Acceleration Control II
Afterburner III
Amarr Frigate III
Capacitor Management III
Capacitor Systems Operation III
Combat Drone Operation III
Controlled Bursts III
Drones III
Electronics Upgrades I
Electronic Warfare III
Evasive Maneuvering II
Frequency Modulation III
Fuel Conservation III
Gunnery III
Hull Upgrades III
Long Distance Jamming III
Long Range Targeting III
Mechanics III
Motion Prediction III
Navigation III
Rapid Firing III
Scout Drone Operation III
Sharpshooter III
Signature Analysis III
Small Energy Turret III
Target Management III
Weapon Disruption III
Warp Drive Operation III
Fitting
Small Focused Beam Laser II, Gleam S
Small Focused Beam Laser II, Gleam S
Small Ghoul Compact Energy Nosferatu
1MN Afterburner II
Fleeting Progressive Warp Scrambler I
Stasis Webifier II
Balmer Series Compact Tracking Disruptor I
Small Ancillary Armor Repairer, Nanite Repair Paste
Energized Adaptive Nano Membrane II
Damage Control II
Small Auxiliary Nano Pump I
Small Auxiliary Nano Pump I
Small Trimark Armor Pump I
Acolyte II x2
Warrior II x2
Nanite Repair Paste x1
Gleam S x1
Fleet Up Fittings
A-211 Enduring Guidance Disruptor
Baker Nunn Enduring Tracking Disruptor I
Baker Nunn Enduring Tracking Disruptor I
5MN Cold-Gas Enduring Microwarpdrive
'Refuge' Adaptive Nano Plating I
200mm Crystalline Carbonide Restrained Plates
Damage Control I
Small Tracking Diagnostic Subroutines I
Small Particle Dispersion Projector I
Small Ionic Field Projector I
Warrior I x3
Hobgoblin I x3
Acolyte I x3
Optimal Range Disruption Script x2
Tracking Speed Disruption Script x2
Missile Range Disruption Script x1
Missile Precision Disruption Script x1
- The preferred fit for situations where close range is forced (such as FW complexes)
- Optimal + Falloff as a new character = 57.6km + 20km
- A little buffer and resists to catch some reps if the volleys aren't too hard ( 2.97k EHP on explosive resistance hole ).
- MWD to reposition in fights quickly
- Cap stable with prop and one disruptor or all disruptors and no prop mod. Can be cap stable with prop mod if we switch to any 1MN afterburner
- Drone Link Augmentors in highslots when Drone Avionics III has been trained will allow drones to fly at TD optimal range
DDO Scoped Tracking Disruptor I
Highstroke Scoped Guidance Disruptor
DDO Scoped Tracking Disruptor I
Highstroke Scoped Guidance Disruptor
F-89 Compact Signal Amplifier
F-89 Compact Signal Amplifier
Damage Control I
Small Particle Dispersion Projector I
Small Particle Dispersion Projector I
Small Particle Dispersion Projector I
Warrior I x3
Hobgoblin I x3
Acolyte I x3
Optimal Range Disruption Script x2
Tracking Speed Disruption Script x2
Missile Range Disruption Script x2
Missile Precision Disruption Script x2
- Works best in environments where range can be dictated
- Optimal + Falloff as a new character = 89.2km + 22km
- Squishy with 1.88k EHP on Kinetic resistance hole
Tactics
The reason is: evaluate this new ship
- Choose your targets carefully; if you are fitted with a tracking disruptor target ships that utilize turrets such as Amarr or most Minmatar frigates (excluding the Breacher which has bonuses for rockets and light missiles). If fitted with a guidance disruptor target missile boats such as Caldari frigates (excluding the Merlin which has bonuses for small hybrid turret).
Notes