RELATED UNI-WIKI REFERENCES
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Name: Curse Hull: Arbitrator Role: Combat Recon Ship
Built to represent the last word in electronic warfare, combat recon ships have onboard facilities designed to maximize the effectiveness of electronic countermeasure modules of all kinds. Filling a role next to their class counterpart, the heavy assault cruiser, combat recon ships are the state of the art when it comes to anti-support support. They are also devastating adversaries in smaller skirmishes, possessing strong defensive capabilities in addition to their electronic superiority.
Developer: Khanid Innovation
In addition to robust electronics systems, the Khanid Kingdom's ships possess advanced armor alloys capable of withstanding a great deal of punishment. Generally eschewing the use of turrets, they tend to gear their vessels more towards close-range missile combat.
SHIP BONUSES
Amarr Cruiser bonuses (per skill level): 7.5% bonus to Weapon Disruptor effectiveness 10% bonus to Drone hitpoints and damage Recon Ships bonuses (per skill level): 40% bonus to Energy Vampire and Energy Neutralizer transfer range 20% bonus to Energy Vampire and Energy Neutralizer transfer amount Role Bonus: • Cannot be detected by directional scanners
Required Skills
Training Time what's this?61d 11h 23m 20s
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Grouping
▪ Variations Pilgrim
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Can Use Covert Ops Cloak
1,000 MW 370 tf
198 m/sec
315 m³
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,Arbitrator
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695 MW 370 tf
200 m/sec
345 m³
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Ship Attributes
Fittings |
High 5
Launchers 4
Turrets 2
Rig
2
Medium
Calibration 400
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Navigation |
Base Time to Warp 9.99 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.
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Drones |
Drone Bandwidth 50 Mbit/sec
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Targeting |
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Structure |
Structure Hitpoints 1,075 HP
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Armor |
Armor Hitpoints 1,650 HP
Armor Resistances
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Shields |
Shield Capacity 1,210 HP
Shield Resistances
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Summary
This Combat Recon is the undisputed king of capacitor warfare. Its range bonuses allow its hefty neuting capacity to reach out to an obscene range. This synergizes well with the standard Amarr TD bonus allowing excellent mitigation of any turret boat DPS, and the standard drone bonus gives cap free, high slot free, selectable and flexible DPS/utility.
Expect to be called primary in this ship when flying in gangs; this ship is universally recognized as a huge force multiplier. No one wants to fight a Curse solo as the various advantages allows control of the fight to stay within grasp of a decent Curse pilot, and no one likes feeling useless and impotent for the duration of a fight.
The most common flavour is a shield tanked curse due to the six mid slots and the desire to be able to have the flexibilty of speed and the ability to range. Armour Curses are ridiculed by some but as gang support, backed up with Guardian logistics, they are incredible additions to the capabilities of the fleet. Curses are a great counter to logistics chains, both for RRBS and logistics ships themselves, and the added pressure of their neuts can mitigate or neutralize any practical cap transfer setup.
This is a ship that really needs its applicable command skill to V to be fully functional.
Skills
Further information about additional or recommended skills to pilot Curse for a specific or it's common role(s) can be written here.
Fitting
For more info on fittings, please go here
Tactics
No sub-article about Curse roles or piloting tactics. You can write them here.
Notes
For more information about capacitor warfare and other capacitor warfare using ships see the Capacitor Warfare Guide.
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