Sabre
RELATED UNI-WIKI REFERENCES
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Interdictors are destroyer-sized vessels built to fill a single important tactical niche: the breaching of enemy warp tunnels. Capable of launching warp-disrupting interdiction spheres, interdictors are of great value in locations of strategic importance where enemy movement must be restricted. Additionally, much like their destroyer-class progenitors, they are well-suited to offensive strikes against frigate-sized craft. SHIP BONUSES
Destroyer Skill Bonus:
Ship Attributes
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Summary
The Sabre is a Tech 2 Minmatar destroyer hull. As an Interdictor, its primary reason for existence is to launch warp disrupt probes to prevent the enemy fleet from warping. Used poorly, it can hold your fleet in place and prevent your fleet from warping. This is bad. You want to be very careful when you bubble. If in a fleet, you should only launch your bubble if the FC commands you to.
Sabres, much like their T1 variant, Thrashers, are sized such that they aren't as difficult to hit as frigates and are also slower than frigates. Their defences are only marginally better then frigates, so they're easy to kill. Expect to lose a few Sabres if you're a Sabre pilot. However, you will also get on all sorts of kill mails, including those of your allies. Your best strategy is to stay out of any bubbles around (a bubble that overlaps another bubble serves no purpose in that area), warping off if you get yellow-boxed (or red-boxed if it comes to that), and trying to fly a guerrilla warfare strategy. Get in, drop bubble, get out again.
Skills
Further information about additional or recommended skills to pilot Sabre for a specific or it's common role(s) can be written here.
Fitting
Tactics
No sub-article about Sabre roles or piloting tactics. You can write them here.
Notes
You can write additional notes for Sabre here.