Crucifier
RELATED UNI-WIKI REFERENCES
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The Crucifier was first designed as an explorer/scout, but the current version employs the electronic equipment originally intended for scientific studies for more offensive purposes. The Crucifier's electronic and computer systems take up a large portion of the internal space leaving limited room for cargo or traditional weaponry. SHIP BONUSES
Traits:
Ship Attributes
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Summary
The Crucifier is the Amarr standard EWAR frigate, with bonuses to tracking disruption effectiveness. Like the Vigil and target painters, the stacking penalties of tracking disruptors make having several of these ships in a fleet ineffective. Due to the ships inherent fragility, small capacitor and the large optimal range of tracking disruptors that allow the ship to operate from a far, pilots may be best using long range beam lasers or small artillery turrets, though for an EWAR frigate DPS isn't of great concern.
Skills
Acceleration Control II
Afterburner III
Amarr Frigate III
Combat Drone Operation III
Controlled Bursts III
Drones III
Electronics Upgrades I
Electronic Warfare III
Energy Management III
Energy Systems Operation III
Evasive Maneuvering II
Frequency Modulation III
Fuel Conservation III
Gunnery III
Hull Upgrades III
Long Distance Jamming III
Long Range Targeting III
Mechanic III
Motion Prediction III
Navigation III
Rapid Firing III
Scout Drone Operation III
Sharpshooter III
Signature Analysis III
Small Energy Turret III
Targeting III
Weapon Disruption III
Warp Drive Operation III
Fitting
Dual Light Beam Laser I
Dual Light Beam Laser I
1MN Afterburner I
Tracking Disruptor I
Tracking Disruptor I
Damage Control I
Signal Amplifier I
Overdrive Injector System I
Warrior I x3
Optimal Range Disruption Script x1
Tracking Speed Disruption Script x1
Standard S x2
Radio S x2
- Acceleration Control II
- Afterburner III
- Amarr Frigate III
- Combat Drone Operation III
- Controlled Bursts III
- Drones III
- Electronics Upgrades I
- Electronic Warfare III
- Energy Management III
- Energy Systems Operation III
- Evasive Maneuvering II
- Frequency Modulation III
- Fuel Conservation III
- Gunnery III
- Hull Upgrades III
- Long Distance Jamming III
- Long Range Targeting III
- Mechanic III
- Motion Prediction III
- Navigation III
- Rapid Firing III
- Scout Drone Operation III
- Sharpshooter III
- Signature Analysis III
- Small Energy Turret III
- Targeting III
- Weapon Disruption III
- Warp Drive Operation III
Dual Anode Pulse Particle Stream I
Dual Anode Pulse Particle Stream I
Limited 1MN Afterburner I
Balmer Series Tracking Disruptor I
Balmer Series Tracking Disruptor I
Balmer Series Tracking Disruptor I
Emergency Damage Control I
F-89 Synchronized Signal Amplifier
Beta Hull Mod Nanofiber Structure
Small Ionic Field Projector I
Small Particle Dispersion Projector I
Small Particle Dispersion Projector I
Warrior I x3
Optimal Range Disruption Script x3
Tracking Speed Disruption Script x3
Microwave S x2
- With thanks to Sin Tsukaya
Tactics
Optimal is >110k even with low skills.
Uses meta4 TDs, and cheapish meta 2-3 in other slots, but has the CPU open to downgrade if you want to go even cheaper (at the expense of range).
Drones to taste, on the understanding that if you are ever in drone range of more than one hostile ship, you are dead (I would carry armour rep drones if I could). Guns likewise basically irrelevant.
Your only tank is range. Don't even wait for them to yellowbox - bounce if your position feels a bit dubious.
Works very well to counter the many snipers who like to sit at 100km - three damps stacked, with pretty low skills, will reduce optimal range to 5% of its starting value.
Notes
This vessel qualifies for the University Ship Replacement Program, PYOS, and BYOM.