Put their weaknesses into the service of our strengths.
– Praeceptor Cephus Zafir
Imperial Navy ship design doctrine tends to return to the tried and tested approach of heavy armor and high-efficiency energy weapons regardless of advances in technology and experiments with tactics. The upgrade brief for the Coercer Navy Issue certainly exemplified this tendency, notably calling for heavily upgraded armor systems and significant improvements in the energy use and damage output of its weapons. The Imperial Navy's continued fascination with energy neutralization as a supplementary weapon system is the only deviation from the core emphasis on fashioning a vessel as hard to crack and potently armed as possible.
SHIP BONUSES
Amarr Destroyer bonuses (per skill level):
7.5% bonus to armor hitpoints
7.5% bonus to Small Energy Turret damage
10% reduction in Small Energy Turret and Energy Neutralizer activation cost
10% bonus to Energy Neutralizer strength Role Bonus:
50% bonus to Small Energy Turret optimal range and falloff
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.
Drones
No drone bay.
Targeting
Max Tgt. Range
34 km
Max Locked Targets
7
RADAR Sensor
11 points
Sig. Radius
65 m
Scan Res.
475 mm
Structure
Structure Hitpoints
1,200 HP
Mass
1,650,000 kg
Volume
47,000 m³
Cargo Capacity
375 m³
Armor
Armor Hitpoints
1,350 HP
Armor Resistances
EM
50
THR
35
KIN
25
EXP
20
Shields
Shield Capacity
1,050 HP
Shield Resistances
EM
0
THR
20
KIN
40
EXP
50
Summary
Summary about Coercer Navy Issue.
Skills
Further information about additional or recommended skills to pilot Coercer Navy Issue for a specific or its common role(s) can be written here.
Tactics
No sub-article about Coercer Navy Issue roles or piloting tactics. You can write them here.