Name: Paladin Hull: Apocalypse Class Role: Marauder
Geared toward versatility and prolonged deployment in hostile environments, Marauders represent the cutting edge in today's warship technology. While being thick-skinned, hard-hitting monsters on their own, they are also able to use Bastion technology. Similar in effect to capital reconfiguration technology, when activated the Bastion module provides immunity to electronic warfare and the ability to withstand enormous amounts of punishment, at the cost of being stationary.
Developer: Carthum Conglomerate
Carthum ships are the very embodiment of the Amarrian warfare philosophy. Possessing sturdy armor and advanced weapon systems, they provide a nice mix of offense and defense.
SHIP BONUSES
Amarr Battleship bonuses (per skill level): 5% bonus to ship capacitor capacity 7.5% bonus to Large Energy Turret optimal range Marauders bonuses (per skill level): 7.5% bonus to Armor Repairer amount 5% bonus to Large Energy Turret damage Role Bonus: 100% bonus to Large Energy Turret damage 100% bonus to Tractor Beams range and velocity 70% reduction in Micro Jump Drive reactivation delay • Can fit Bastion modules
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.
Drones
Drone Capacity
75 m³
Drone Bandwidth
25 Mbit/sec
Targeting
Max Tgt. Range
91.00 km
Max Locked Targets
10
RADAR Sensor
12 points
Sig. Radius
420 m
Scan Res.
120 mm
Structure
Structure Hitpoints
8,500 HP
Mass
92,245,000 kg
Volume
495,000 m³
Cargo Capacity
1,125 m³
Frigate Escape Bay
1 Frigate
Armor
Armor Hitpoints
8,800 HP
Armor Resistances
EM
50
THR
35
KIN
34.375
EXP
40
Shields
Shield Capacity
6,900 HP
Shield Resistances
EM
0
THR
20
KIN
47.5
EXP
62.5
Summary
The Paladin is an immensely powerful mobile weapons platform, able to both tank and output huge amounts of damage.
Unlike other marauders, the Paladin receives a racial skill bonus to capacitor capacity, making it very resistant to neuting. It is also the only marauder to have its damage bonus tied to the Marauders skill, rather than the racial battleship skill, which makes the Paladin's performance much more reliant on the Marauders skill than the other ships in this class. The racial battleship skill also provides a bonus to optimal range, making the Paladin excellent for sniping. When used in conjunction with a Bastion module and Micro Jump Drive, the Paladin's sniping capabilities can render it virtually untouchable while still outputting enormous amounts of damage.
Like other ships of its size, Paladins can sometimes struggle to neutralize frigates. In particular, the Paladin is only able to field a full flight of light drones, so without tracking computers, even cruisers can be difficult for a Paladin to dispatch quickly. As stated above, however, a correctly equipped Paladin is able to utilize a Micro Jump Drive to outrange and snipe any frigates that get too close.
Skills
Advanced Weapon Upgrades V - Together with Energy Grid Upgrades V, this enables the use of the Bastion Module. High levels of this skill also help to maximize fitting options, particularly when fitting T2 weapons.
Energy Grid Upgrades V - Together with Advanced Weapon Upgrades V, this enables the use of the Bastion Module. High levels of the skill also help to maximize fitting options, as the modules this skill affects can assist with capacitor stability.
Micro Jump Drive Operation - This skill enables the use of Micro Jump Drives, which can be used to travel quickly across the battlefield and position the Paladin for optimal sniping.