Crucifier
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The Crucifier was first designed as an explorer/scout, but the current version employs the electronic equipment originally intended for scientific studies for more offensive purposes. The Crucifier's electronic and computer systems take up a large portion of the internal space leaving limited room for cargo or traditional weaponry. SHIP BONUSES
Traits:
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
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
Limited 1MN Microwarpdrive I
Balmer Series Tracking Disruptor I
Balmer Series Tracking Disruptor I
Balmer Series Tracking Disruptor I
Damage Control II
200mm Reinforced Steel Plates II
Energized Adaptive Nano Membrane II
Small Ionic Field Projector I
Small Ionic Field Projector I
Hobgoblin II x3
Warrior II x3
Hornet EC-300 x3
Tracking Speed Disruption Script x3
Optimal Range Disruption Script x3
- Pure Tracking Disruptor fit. 3 TD with a range of 108 + 36 km. This means that at max targeting range (122 km) you have about 80% chances of success per attempt.
- With all skills at V and before fleet boosts, this fit has 4.4 K EHP, flies at 2884 m/s (4107 m/s with MWD on overheat) and align in 5.3 s (3.7 s with MWD off).
- Damage is done by the drones only, and varies between 45 and 60 dps.
- The ship is cap stable.
- Weapons can be fitted if you add a Small Ancillary Current Router rig. The ship is not bonused for weapons, so you can fit whatever weapon you like. Only ranged weapons make sense with this fit anyway, if you're in brawl range you're probably dead.
Dual Light Beam Laser II
Dual Light Beam Laser II
Limited 1MN Microwarpdrive I
Balmer Series Tracking Disruptor I
Faint Warp Disruptor I
X5 Prototype Engine Enervator
Damage Control II
200mm Reinforced Steel Plates II
Micro Auxiliary Power Core II
Small Semiconductor Memory Cell I
Small Capacitor Control Circuit I
Hobgoblin II x3
Warrior II x3
Hornet EC-300 x3
Optimal Range Disruption Script x1
Imperial Navy Multifrequency S x1
- A tackling version. Here the TD is used to ease the chances of being blapped while approaching the target. Always keep your transversal, and any turret based ship will have a lot of trouble killing you.
- With all skills at V and before fleet boosts, this fit has 3.8 K EHP, flies at 2884 m/s (4107 m/s with MWD on overheat) and align in 5.3 s (3.7 s with MWD off).
- With Imperial Navy Antimatter, damage is 105 dps at 6.6 + 3.8 km. Drones contribute about half of the dps.
- The capacitor will last for 1 min 38 s.
Tactics
Optimal is >110k even with low skills.
Uses meta4 TDs, and cheapish meta 2-3 in other slots, but has the CPU open to downgrade if you want to go even cheaper (at the expense of range).
Drones to taste, on the understanding that if you are ever in drone range of more than one hostile ship, you are dead (I would carry armour rep drones if I could). Guns likewise basically irrelevant.
Your only tank is range. Don't even wait for them to yellowbox - bounce if your position feels a bit dubious.
Works very well to counter the many snipers who like to sit at 100km - three damps stacked, with pretty low skills, will reduce optimal range to 5% of its starting value.
Notes
This vessel qualifies for the University Ship Replacement Program, PYOS, and BYOM.