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HIGHLIGHTS
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HIGHLIGHTS
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Name: Paladin Hull: Apocalypse Class Role: Marauder
Geared toward versatility and prolonged deployment in hostile environments, Marauders represent the cutting edge in today's warship technology. While being thick-skinned, hard-hitting monsters on their own, they are also able to use Bastion technology. Similar in effect to capital reconfiguration technology, when activated the Bastion module provides immunity to electronic warfare and the ability to withstand enormous amounts of punishment, at the cost of being stationary.
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.
SHIP BONUSES
Amarr Battleship bonuses (per skill level): 5% bonus to ship capacitor capacity 7.5% bonus to Large Energy Turret optimal range Marauders bonuses (per skill level): 7.5% bonus to Armor Repairer amount 5% bonus to Large Energy Turret damage Role Bonus: 100% bonus to Large Energy Turret damage 100% bonus to Tractor Beams range and velocity 70% reduction in Micro Jump Drive reactivation delay • Can fit Bastion modules
Required Skills
Training Time what's this?115d 11h 59m 20s
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Grouping
▪ Variations Apocalypse Imperial Issue
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23,400 MW 550 tf
94 m/sec
675 m³
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,Apocalypse Navy Issue
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22,000 MW 580 tf
120 m/sec
790 m³
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,Apocalypse
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21,000 MW 540 tf
113 m/sec
845 m³
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Ship Attributes
Fittings |
High 8
Launchers 0
Turrets 4
Rig
2
large
Calibration 400
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Navigation |
Base Time to Warp 15.22 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 25 Mbit/sec
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Targeting |
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Structure |
Structure Hitpoints 8,500 HP
Frigate Escape Bay 1 Frigate
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Armor |
Armor Hitpoints 8,800 HP
Armor Resistances
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Shields |
Shield Capacity 6,900 HP
Shield Resistances
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Summary
The Paladin is an immensely powerful mobile weapons platform, able to both tank and output huge amounts of damage.
Unlike other marauders, the Paladin receives a racial skill bonus to capacitor capacity, making it very resistant to neuting. It is also the only marauder to have its damage bonus tied to the Marauders skill, rather than the racial battleship skill, which makes the Paladin's performance much more reliant on the Marauders skill than the other ships in this class. The racial battleship skill also provides a bonus to optimal range, making the Paladin excellent for sniping. When used in conjunction with a Bastion module and Micro Jump Drive, the Paladin's sniping capabilities can render it virtually untouchable while still outputting enormous amounts of damage.
Like other ships of its size, Paladins can sometimes struggle to neutralize frigates. In particular, the Paladin is only able to field a full flight of light drones, so without tracking computers, even cruisers can be difficult for a Paladin to dispatch quickly. As stated above, however, a correctly equipped Paladin is able to utilize a Micro Jump Drive to outrange and snipe any frigates that get too close.
Skills
Further information about additional or recommended skills to pilot Paladin for a specific or it's common role(s) can be written here.
Fitting
For more info on fittings, please go here
Tactics
No sub-article about Paladin roles or piloting tactics. You can write them here.
Notes
You can write additional notes for Paladin here.
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