Apocalypse Navy Issue
RELATED UNI-WIKI REFERENCES
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The Empire's inner circle of armaments manufacturers has long been proud of the expert methods utilized to harden the Navy Issue Apocalypse's armor plating and structural framework to such an amazing degree. Its shield systems are also state-of-the-art, rivalling even Caldari Prime's best. Fearsome by reputation, this is the flagship vessel of the Imperial Navy's elite wing. Not many are unfortunate enough to have ever actually met one on the field of battle, and those who do usually do not live to tell the tale. SHIP BONUSES
Amarr Battleship Skill Bonus:
Ship Attributes
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Summary
A significantly buffed version of the Apocalypse. On top of the increased base armor of the ship, the additional low slot allow the ship to either increase dps or increase tank even further.
Skills
Further information about additional or recommended skills to pilot Apocalypse Navy Issue for a specific or it's common role(s) can be written here.
Fitting
Tachyon Beam Laser II
Tachyon Beam Laser II
Tachyon Beam Laser II
Tachyon Beam Laser II
Tachyon Beam Laser II
Tachyon Beam Laser II
Tachyon Beam Laser II
Tachyon Beam Laser II
Experimental 100MN Afterburner I
Sensor Booster II
Cap Recharger II
Cap Recharger II
Damage Control II
1600mm Reinforced Steel Plates II
Energized Adaptive Nano Membrane II
Heat Sink II
Heat Sink II
Heat Sink II
Heat Sink II
Heat Sink II
Large Ionic Field Projector I
Large Energy Collision Accelerator I
Large Ancillary Current Router I
Vespa EC-600 x5
Hobgoblin II x5
Targeting Range Script x1
Imperial Navy Gamma L x8
Imperial Navy Ultraviolet L x8
Imperial Navy Infrared L x8
Gleam L x8
Aurora L x8
- The additional low slot allow for significantly greater damage than the corresponding standard Apocalypse fit
- About 91 K EHP before bonuses with all skills at V
- Damage varies between 760 dps at 23 + 29 km with Gleam to 436 dps at 163 + 25km with Aurora
- Cap last for 3 min 46 s
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Experimental 100MN Afterburner I
Tracking Computer II
Federation Navy Stasis Webifier
Republic Fleet Warp Scrambler
Damage Control II
1600mm Reinforced Steel Plates II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Heat Sink II
Heat Sink II
Heat Sink II
Heat Sink II
Large Trimark Armor Pump I
Large Energy Collision Accelerator I
Large Semiconductor Memory Cell I
Hammerhead II x5
Hobgoblin II x5
Hornet EC-300 x5
Optimal Range Script x1
Imperial Navy Gamma L x8
Imperial Navy Ultraviolet L x8
Imperial Navy Infrared L x8
Scorch L x8
Conflagration L x8
- A powerful PvP ship for mid distance fights
- 112 K EHP before bonuses with all skills at V
- Damage varies between 1030 dps at 24 + 13 km with Gleam and 626 dps at 71 + 13 km with Scorch
- Cap last 4 min 40 s
- The scram and web can be switched to a point, an eccm or any other utility module
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Experimental 100MN Afterburner I
Tracking Computer II
Federation Navy Stasis Webifier
Heavy Capacitor Booster II
Damage Control II
1600mm Reinforced Steel Plates II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Imperial Navy Large Armor Repairer
Heat Sink II
Heat Sink II
Heat Sink II
Large Semiconductor Memory Cell I
Large Semiconductor Memory Cell I
Large Semiconductor Memory Cell I
Hammerhead II x5
Hobgoblin II x5
Hornet EC-300 x5
Tracking Speed Script x1
Cap Booster 400 x50
Imperial Navy Gamma L x8
Imperial Navy Ultraviolet L x8
Imperial Navy Infrared L x8
Scorch L x8
Conflagration L x8
- A variation on the PvP Pulse fit targeted toward soloing Level 4 missions
- As shown, the fit requires an implant to boost CPU by 2%. Getting the fit to work without implant requires a significant rejuggling of the modules
- 104 K EHP before bonuses with all skills at V
- Damage varies between 976 dps at 21 + 10 km with Gleam and 743 dps at 62 + 10 km with Aurora
- Cap last for 5 min 40 s with everything turned on using 400 cap boosters
- The web, with a tracking speed script, is used to be able to kill fast moving targets that get close. The Imperial Navy Gamma crystal also helps
- The Imperial Navy Large Armor Repairer significantly helps keeping the ship alive during heavy damage fights. If money is tight, it can be replaced by a Tech II module
Tactics
No sub-article about Apocalypse Navy Issue roles or piloting tactics. You can write them here.
Notes
You can write additional notes for Apocalypse Navy Issue here.