Interceptors utilize a combination of advanced alloys and electronics to reduce their effective signature radius. This, along with superior maneuverability and speed, makes them very hard to target and track, particularly for high caliber turrets.
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. On the other hand, their electronic and shield systems tend to be rather limited.
SHIP BONUSES
Interceptors bonuses (per skill level): 15% reduction in Microwarpdrive signature radius penalty 7.5% bonus to Small Energy Turret tracking speed Amarr Frigate bonuses (per skill level): 10% reduction in Small Energy Turret activation cost 10% bonus to Small Energy Turret damage Role Bonus: 80% reduction in Propulsion Jamming systems activation cost
100% bonus to the benefits of overheating Afterburners and Microwarpdrives
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
No drone bay.
Targeting
Max Tgt. Range
25.00 km
Max Locked Targets
5
RADAR Sensor
10 points
Sig. Radius
32 m
Scan Res.
975 mm
Structure
Structure Hitpoints
525 HP
Mass
1,050,000 kg
Volume
28,100 m³
Cargo Capacity
90 m³
Armor
Armor Hitpoints
575 HP
Armor Resistances
EM
50
THR
35
KIN
25
EXP
30
Shields
Shield Capacity
225 HP
Shield Resistances
EM
0
THR
20
KIN
40
EXP
60
Summary
Being the Amarr Combat Interceptor, the Crusader is a fierce ship to many other Frigates thanks to its incredible bonuses. Flown mostly as a Scram-kiter, the Crusader has the ability to keep an opponent at range, thanks to its raw speed, and plink away at the enemy's eHP with T2 Scorch ammo, or come in, orbit closely and fry them with IN Multifrequency or IN Gamma with little to no tracking problems.
The Crusader is an excellent ship to fly, for those wishing to take a step up from a Pulse Imperial Navy Slicer or a Pulse Executioner.
Skills
Further information about additional or recommended skills to pilot Crusader for a specific or its common role(s) can be written here.
Tactics
No sub-article about Crusader roles or piloting tactics. You can write them here.
Role bonus added to Claw, Crusader, Taranis, Raptor: 100% bonus to the benefits of overheating Afterburners and Microwarpdrives
October 2019 Release - 2019-10-30.1 - "Howling Interceptors" Update
Amarr Frigate Small Energy Turret damage bonus increased from 5%/level to 10%/level (+5%/level)
CPU increased fron 120 tf to 145 tf (+25 tf)
October 2018 Release 1.0 - Released 2018-10-18
No longer has Interdiction Nullification
Rubicon v1.1 - Released 2014-01-28
Agility increased from 3.1 to 3.2 (+0.1)
Align time increased from 4.51s to 4.66s (+0.15s)
Rubicon v1.0 - Released 2013-11-19
The Amarr Crusader's changes mainly revolve around fittings. Lots more powergrid and CPU allows a lot of options for more damage and tank. We're shaving a bit of HP off the top but the Crusader remains one of the beefiest interceptors (for all that's worth).
Amarr Frigate Bonuses: 10% reduction in Small Energy Turret capacitor use per level, 5% bonus to Small Energy Turret damage per level
Interceptors Bonuses: 15% reduction in MicroWarpdrive signature radius penalty per level, 7.5% bonus to Small Energy Turret Tracking Speed per level
Role bonuses: 80% reduction in Propulsion Jamming systems activation cost, Immunity to non-targeted interdiction