Malediction
RELATED UNI-WIKI REFERENCES
|
Interceptors utilize a combination of advanced alloys and electronics to reduce their effective signature radius. This, along with superior maneuverability and speed, makes them very hard to target and track, particularly for high caliber turrets. SHIP BONUSES
Amarr Frigate Skill Bonus:
Ship Attributes
|
Summary
The Amarr fleet interceptor has an interesting set of bonuses being the only fleet interceptor with a bonus to tank. This 'free EANM' means a small armour rep can give it a decent active armour tank and opens up options to use it as a brawling inty. The slot layout also works well for typical inty setups with a MSE or un-tanked, making the malediction very versatile depending on the whim of the pilot.
Skills
Further information about additional or recommended skills to pilot Malediction for a specific or it's common role(s) can be written here.
Fitting
Rocket Launcher II
Rocket Launcher II
Rocket Launcher II
Limited 1MN Microwarpdrive I
Warp Disruptor II
F-90 Positional Sensor Subroutines
Damage Control II
Overdrive Injector System II
Nanofiber Internal Structure II
Small Polycarbon Engine Housing I
Small Ionic Field Projector I
Scan Resolution Script x1
Nova Rage Rocket x1
Nova Javelin Rocket x1
- This fit is not eligible for the E-Uni Ship Replacement Program as it lacks a Medium Shield Extender II
- The ship is very fast (4900 m/s with skills at level V and before any boost, 7100 m/s when overheated), it has great agility (align time is 3.4 s with MWD on) and little tank (EHP is 3200). Its DPS is about 60 with Mjolnir rockets
Limited 1MN Microwarpdrive I
Warp Disruptor II
Medium Shield Extender II
Damage Control II
Type-D Attenuation Signal Augmentation
Nanofiber Internal Structure II
Small Polycarbon Engine Housing I
Small Anti-EM Screen Reinforcer I
- This fit is eligible for the E-Uni Ship Replacement Program
- The ship is fast (4500 m/s with skills at level V and before any boost, 6470 m/s when overheated), it has great agility (align time is 3.4 s with MWD on) and a modicum of tank (EHP is 5735).
- The point (Warp Disruptor II) can be replaced by a scram (Warp Scram II). This reduces the range at which you can tackle from 36 km (with overheat) down to 13.5 km, but shut down the opponent's MWD. If you want to fit a scram and money is no object, consider a Republic Fleet Warp Scrambler, which has an overheated range of 15.8 km.
- The ship purpose as fitted is to point (or scram). That's it. So, go for it, spiral in, and hope the target guns can't track you and reinforcement will catch up before you die. Have fun!
Tactics
No sub-article about Malediction roles or piloting tactics. You can write them here.
Notes
You can write additional notes for Malediction here.