Fast Target Locking Time
HIGHLIGHTS
RELATED UNI-WIKI REFERENCES
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Name: Crusader Hull: Executioner Class Role: Interceptor
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
Amarr Frigate bonuses (per skill level): 10% reduction in Small Energy Turret activation cost 5% bonus to Small Energy Turret damage Interceptors bonuses (per skill level): 15% reduction in Microwarpdrive signature radius penalty 7.5% bonus to Small Energy Turret tracking speed Role Bonus: 80% reduction in Propulsion Jamming systems activation cost • Immune to Interdiction Sphere Launcher, Warp Disruption Field Generator and Mobile Small, Medium and Large Warp Disruptor
Required Skills
Training Time what's this?23d 22h 40m 30s
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Grouping
▪ Variations Malediction
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Fast Target Locking Time
36 MW 150 tf
470 m/sec
98 m³
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,Executioner
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45 MW 140 tf
410 m/sec
115 m³
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Ship Attributes
Fittings |
High 4
Launchers 0
Turrets 4
Rig
2
small
Calibration 400
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Navigation |
Base Time to Warp 4.66 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 0 Mbit/sec
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Targeting |
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Structure |
Structure Hitpoints 525 HP
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Armor |
Armor Hitpoints 575 HP
Armor Resistances
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Shields |
Shield Capacity 225 HP
Shield Resistances
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Summary
The Amarr combat interceptor makes an excellent kiting DD ship taking advantage of the strengths of Scorch T2 ammo and lasers large optimal; however, the Imperial Navy Slicer overshadows it in exactly the same role. Brawler fits exist but are less popular due to the inherent fragility of interceptors.
Skills
Further information about additional or recommended skills to pilot Crusader for a specific or it's common role(s) can be written here.
Fitting
[Crusader, Kiting]
Dual Light Pulse Laser II
Dual Light Pulse Laser II
Dual Light Pulse Laser II
Dual Light Pulse Laser II
Faint Epsilon Warp Scrambler I
Limited 1MN Microwarpdrive I
Adaptive Nano Plating II
Damage Control II
Heat Sink II
Small Ancillary Armor Repairer
Small Energy Burst Aerator I
Small Energy Collision Accelerator I
Nanite Repair Paste x1
Scorch S x1
- A kiting Crusader, meant for quickly burning down small ships. With all skills at V, this Crusader moves at 4009m/s (5729 with heat) and aligns in 3 s with prop mod off. DPS with Scorch is 157, and with the tracking bonus this ship has good range projection for kiting. EHP is 3.7K with reasonably balanced resists. The active reps will drain the capacitor rapidly (around 35 seconds). This fit is primarily for small inty gangs or for quickly burning down tackle.
Tactics
No sub-article about Crusader roles or piloting tactics. You can write them here.
Notes
You can write additional notes for Crusader here.
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