Apocalypse
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In days past, only those in high favor with the Emperor could hope to earn the reward of commanding one of the majestic and powerful Apocalypse class battleships. In latter years, even though now in full market circulation, these golden, metallic monstrosities are still feared and respected as enduring symbols of Amarrian might. SHIP BONUSES
Amarr Battleship Skill Bonus:
Ship Attributes
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Summary
The Apocalypse is an Amarr battleship. It has a bonus to optimal range that with the Amarr ability to switch crystals instantly can be turned in to a damage bonus quite easily. Pulse laser Apocalypses with T2 Scorch ammunition are able to deliver good damage at a decent distance. Apocalypses are also well suited to beam laser sniper fits. The Apocalypse does not have the raw firepower of the Abaddon (due to the lack of any damage bonuses), but with an impressive bonus to tracking speed the Apocalypse does well against signature tanking cruisers such as AHACs and strategic cruisers that would normally be difficult for battleships to hit.
Skills
Further information about additional or recommended skills to pilot Apocalypse for a specific or it's common role(s) can be written here.
Fitting
Tachyon Beam Laser II
Tachyon Beam Laser II
Tachyon Beam Laser II
Tachyon Beam Laser II
Tachyon Beam Laser II
Tachyon Beam Laser II
Tachyon Beam Laser II
Tachyon Beam Laser II
Prototype 100MN Microwarpdrive I
Tracking Computer II
Sensor Booster II
Sensor Booster II
Heat Sink II
Heat Sink II
Adaptive Nano Plating II
Adaptive Nano Plating II
Reactor Control Unit II
Damage Control II
1600mm Reinforced Rolled Tungsten Plates I
Large Ancillary Current Router I
Large Trimark Armor Pump I
Large Trimark Armor Pump I
Warrior II x5
Vespa EC-600 x5
Optimal Range Script x1
Targeting Range Script x2
Aurora L x8
- About 82 K EHP before bonuses with all skills at V
- Damage varies between 700 dps at 26 + 32 km with gleam and 438 dps at 188 + 32 km
- Only 1 min 10 of cap with the microwarp drive running
- The Large Ancillary Current Router I is not required if someone has good fitting skills
Mega Beam Laser II
Mega Beam Laser II
Mega Beam Laser II
Mega Beam Laser II
Mega Beam Laser II
Mega Beam Laser II
Mega Beam Laser II
Mega Beam Laser II
Experimental 100MN Afterburner I
Sensor Booster II
Cap Recharger II
Cap Recharger II
Damage Control II
1600mm Reinforced Steel Plates II
Energized Adaptive Nano Membrane II
Heat Sink II
Heat Sink II
Heat Sink II
Heat Sink II
Large Ionic Field Projector I
Large Semiconductor Memory Cell I
Large Energy Collision Accelerator I
Hobgoblin II x5
Hammerhead II x5
Targeting Range Script x1
Imperial Navy Gamma L x8
Imperial Navy Ultraviolet L x8
Imperial Navy Infrared L x8
Gleam L x8
Aurora L x8
- A bit less tank and range than PvP Beam Snipper 1, but with more damage and cap stability
- 67 K EHP before bonuses with all skills at V
- Damage varies between 855 dps at 21 + 20 km with gleam to 360 dps at 149 + 20 km with Aurora
- Cap will last 4 min 40 s
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Experimental 100MN Afterburner I
Fleeting Propulsion Inhibitor I
Federation Navy Stasis Webifier
Republic Fleet Warp Scrambler
Damage Control II
1600mm Reinforced Steel Plates II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Heat Sink II
Heat Sink II
Heat Sink II
Large Energy Collision Accelerator I
Large Semiconductor Memory Cell I
Large Trimark Armor Pump I
Hobgoblin II x5
Hammerhead II x5
Conflagration L x8
Imperial Navy Xray L x8
Imperial Navy Standard L x8
Scorch L x8
- Powerful ship for short and mid-range engagements
- 84K EHP before bonuses with all skills at V and before boosts
- Damage varies between 1000 dps at 21 + 10 km with Conflagration to 760 dps at 62 + 10 km with Scorch
- The second web can be replaced with an ECCM or any other utility module
- The afterburner could be replaced by a microwarp drive, but some juggling of modules is required due to limitations in CPU
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Experimental 100MN Afterburner I
Tracking Computer II
Cap Recharger II
Heavy Capacitor Booster I
Damage Control II
1600mm Reinforced Steel Plates II
Energized Adaptive Nano Membrane II
Tracking Enhancer II
Large 'Accommodation' Vestment Reconstructer I
Heat Sink II
Heat Sink II
Large Energy Collision Accelerator I
Large Semiconductor Memory Cell I
Large Capacitor Control Circuit I
Hobgoblin II x5
Hammerhead II x5
Optimal Range Script x1
Navy Cap Booster 400 x1
Conflagration L x8
Imperial Navy Xray L x8
Scorch L x8
- A missioning fit, good for soloing level 4 security missions
- As fitted, with all skills at V and before boost, this ship has 68 K EHP, flies at 360 m/s (475 m/s with afterburner overheated) and align in 16.7 s with AB on (11.1 s off).
- Damage varies between 925 dps at 26 + 15 km with Conflagration to 550 dps at 77 + 15 km with Scorch.
- The ship's tracking bonus allow you to target small ships in a fairly efficient manner considering this is a battleship. That being said, always carry a Tracking Speed Script and use your Hobgoglins and Xray crystals on fast targets that get close to you.
- The ship is cap stable with the armor repair off, but has only 3 min cap stability with the armor repair on, hence the Heavy Capacitor Booster. Using Navy Cap Boosters 400 with everything on the ship has enough cap for 4 min with Scorch of Conflagration, or almost 18 min with Faction crystals.
- The fit requires excellent fitting skills. If you have problems fitting this ship, consider dropping the Energy Collision Accelerator Rig and replacing it with a Processor Overclocking Unit
Tactics
No sub-article about Apocalypse roles or piloting tactics. You can write them here.
Notes
This vessel qualifies for the University PYOS and BYOM programs.