RELATED UNI-WIKI REFERENCES
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In those of the Empire's regions where naughty children are frightened into submission with tales of the Blood Raiders and their gallery of horrors, the terrible spear of the Ashimmu is known by all as a bringer of things worse than death. This is one of the few things that small children and capsule pilots generally agree upon.
Special Ability: 100% bonus to Medium Energy Turret damage
SHIP BONUSES
Amarr Cruiser Skill Bonus: 15% bonus to Energy Vampire and Energy Neutralizer drain amount per level Minmatar Cruiser Skill Bonus: 10% bonus to the velocity factor of stasis webifiers per level
Required Skills
- Amarr Cruiser II3h 55m
- Spaceship Command III4h 26m
- Amarr Frigate IV2d 2h 17m
- Minmatar Cruiser II3h 55m
- Spaceship Command III4h 26m
- Minmatar Frigate IV2d 2h 17m
Training Time what's this?4d 21h 19m
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Grouping
▪ Variations none
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Ship Attributes
Fittings |
High 6
Launchers 0
Turrets 3
Rig
3
medium
Calibration 350
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Navigation |
Base Time to Warp 8.85 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 10 Mbit/sec
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Targeting |
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Structure |
Structure Hitpoints 2,325 HP
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Armor |
Armor Hitpoints 2,625 HP
Armor Resistances
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Shields |
Shield Capacity 2,328 HP
Shield Resistances
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Summary
You can write a summary for Ashimmu here.
Skills
Further information about additional or recommended skills to pilot Ashimmu for a specific or it's common role(s) can be written here.
Fitting
No tagged fittings for Ashimmu.
Tactics
No sub-article about Ashimmu roles or piloting tactics. You can write them here.
Notes
You can write additional notes for Ashimmu here.
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