Executioner
RELATED UNI-WIKI REFERENCES
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The Executioner is another newly commissioned ship of the Amarr Imperial Navy. The Executioner was designed specially to counter the small, fast raider frigates of the Minmatar Republic; thus it is different from most Amarr ships in favoring speed over defenses. With the Executioner, the Amarrians have expanded their tactical capabilities on the battlefield. SHIP BONUSES
Amarr Frigate bonuses (per skill level):
Ship Attributes
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Summary
The Executioner is the Amarr Attack Frigate. The Executioner's extraordinary speed, agility, and bonus to propulsion jamming modules (warp disruptors, warp scramblers and stasis webifiers) make it a strong tackle frigate. The Executioner also has bonuses to energy turrets, which are useful when the Executioner is flown for solo PvP, but less useful in a tackler.
The Executioner is a good hull for new pilots interested in learning basic tackling skills, and how to serve as a fleet scout (or "+1"). Flying the Executioner provides good practice for eventually flying fleet interceptors (such as the Malediction), which are more commonly used as fleet scouts and first tacklers. Nevertheless, even though the Tech I Executioner isn't quite as effective as a Tech II Interceptor, it can still serve as an strong long-point tackle ship. E-UNI Executioner pilots are strongly advised to read the UniWiki guide to tackling, and to attend a Tackling 101 practical.
Of the four racial Attack Frigates, the Executioner has the most armor HP, and the least shield. This makes it difficult to fit the tackle Executioner for tank, because armor modules and rigs counteract the ship's natural speed advantage. Tackle Executioners are more commonly fit for shield, which unfortunately does not provide as much benefit to this ship as it does to other Tech I tackle frigates. New Executioner pilots may need to train some shield skills in order to fly the ship in the tackle role. Other slots are typically filled with a propulsion module (usually a microwarpdrive), modules that increase speed and agility, and shield modifiers. The challenges of fitting the Executioner for fleet tackle, with its fewer mid slots and low shield HP, make the Executioner the worst of the four racial Attack Frigates at tackling, though it is still good. Omega characters who wish to fly fleet tackle may want to cross-train into the Atron or Slasher, or to quickly graduate into the Malediction Interceptor.
On the other hand, the Executioner is better than other racial Attack Frigates at delivering and taking damage, especially when fit with an armor tank and energy turrets. PvE-fit Executioners are good at completing Level 1 missions (though maybe not as good as the Tormentor or Punisher, the Amarr Combat Frigates). The armor Executioner is also a good PvP ship, especially against enemy frigates and drones. Executioner pilots can often fill an "anti-tackle" role in fleets, eliminating enemy tackle frigates. In this way, flying the Executioner is good practice for the Imperial Navy Slicer, an Amarr faction frigate that is also suited to this role. Anti-tackle pilots need to have excellent Gunnery skills in order to make sure their lasers—which have the worst tracking of all turrets—can hit their small targets.
Skills
Further information about additional or recommended skills to pilot Executioner for a specific or it's common role(s) can be written here.
Fitting
Small Ghoul Compact Energy Nosferatu
125mm Gatling AutoCannon I
125mm Gatling AutoCannon I
125mm Gatling AutoCannon I
Medium Shield Extender I
J5b Enduring Warp Scrambler
5MN Quad LiF Restrained Microwarpdrive
Type-D Restrained Nanofiber Structure
Type-D Restrained Nanofiber Structure
Damage Control I
Small Anti-EM Screen Reinforcer I
Small Anti-EM Screen Reinforcer I
Small Anti-Thermal Screen Reinforcer I
- High slots are optional and can be substituted to match pilot skills
- Priority for this fit is to land tackle. It is better to maintain safe distance while waiting for your fleet. The DPS of tackle fits is usually too low to apply any significant damage.
- Modules can be upgraded to meta variants to slightly improve performance at the cost of higher price
Gatling Modulated Energy Beam I
Gatling Modulated Energy Beam I
Gatling Modulated Energy Beam I
Medium Azeotropic Restrained Shield Extender
J5 Enduring Warp Disruptor
5MN Cold-Gas Enduring Microwarpdrive
Micro Auxiliary Power Core I
Type-D Restrained Nanofiber Structure
Damage Control I
Small Core Defense Field Extender I
Small Anti-Thermal Screen Reinforcer I
Small Anti-EM Screen Reinforcer I
Multifrequency S x3
Standard S x3
Radio S x3
- Upgrading to faction laser crystals (f.ex. Imperial Navy Multifrequency S) is recommended for a cheap DPS increase
- Carry some Nanite Repair Paste to repair heat damage after overheating modules. The opportunity to dock up may not come often enough in hostile space.
Small Focused Beam Laser II
Small Focused Beam Laser II
Small Focused Beam Laser II
5MN Y-T8 Compact Microwarpdrive
Small F-S9 Regolith Compact Shield Extender
Faint Scoped Warp Disruptor
Nanofiber Internal Structure II
Heat Sink II
Extruded Compact Heat Sink
Small Energy Locus Coordinator I
Small Ancillary Current Router I
Small Energy Locus Coordinator I
Imperial Navy Standard S x3
Gleam S x3
Aurora S x3
Nanite Repair Paste x75
- Extremely tight on fitting resources
- Manual piloting is key to optimizing applied DPS
- Standard S lets you apply from point range
- If caught, try to switch to Gleam S - try to avoid this
Dual Light Pulse Laser II
Dual Light Pulse Laser II
Dual Light Pulse Laser II
Small Ghoul Compact Energy Nosferatu
X5 Enduring Stasis Webifier
J5b Enduring Warp Scrambler
5MN Quad LiF Restrained Microwarpdrive
Small Ancillary Armor Repairer
Heat Sink II
Damage Control II
Small Energy Burst Aerator I
Small Energy Collision Accelerator I
Scorch S x3
Imperial Navy Multifrequency S x3
Conflagration S x3
Nanite Repair Paste x75
- Extremely tight on fitting resources
- Against super-short range targets, Scorch S can allow you to stay outside their effective range
Tactics
Executioner tackle pilots should read the UniWiki articles on Scouting and Tackling; these provide details on how to serve as the fleet vanguard, and how to approach and point a target once it is on grid. Because the Executioner is poorly tanked, the Executioner pilot needs to avoid getting hit on approach. If the target is a turret ship, one way to avoid damage is to "spiral" towards the target, in order to maximize transversal (and thus evade the tracking of the target's guns). The spiraling method does not help against opponents flying missile or drone ships, though, and Executioner pilots should just fly straight at these targets.
Opponents may also try to "slingshot" an Executioner tackler to escape. Executioner pilots can learn about these maneuvers, and how to counter them, by attending Tackling 101.
Piloting a PvP Executioner is challenging. Executioner pilots need to watch their capacitor closely, because lasers are cap-intensive, and it is all too easy to fire away capacitor that is needed to operate the ship's microwarpdrive and warp disruptor. Executioner pilots have to be familiar with their laser ammo (crystals), and know when to switch it based on target range. The pilot may also need to micromanage their trajectory, in order to match their transversal to their laser pulses. If the pilot can manage all of these things, the Executioner can theoretically apply the most damage out of all the Tech 1 Attack Frigates.
Notes
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