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HIGHLIGHTS
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HIGHLIGHTS
RELATED UNI-WIKI REFERENCES
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Name: Paladin Hull: Apocalypse Class Role: Marauder
Geared toward versatility and prolonged deployment in hostile environments, Marauders represent the cutting edge in today's warship technology. While especially effective at support suppression and wreckage salvaging, they possess comparatively weak sensor strength and may find themselves at increased risk of sensor jamming. Nevertheless, these thick-skinned, hard-hitting monsters are the perfect ships to take on long trips behind enemy lines.
Developer: Carthum Conglomerate
Carthum ships are the very embodiment of the Amarrian warfare philosophy. Possessing sturdy armor and advanced weapon systems, they provide a nice mix of offense and defense.
SHIP BONUSES
Amarr Battleship bonuses (per skill level): 5% bonus to ship capacitor capacity 7.5% bonus to Large Energy Turret optimal range Marauders bonuses (per skill level): 7.5% bonus to Armor Repairer amount 5% bonus to Large Energy Turret damage Role Bonus: 100% bonus to Large Energy Turret damage 100% bonus to Tractor Beams range and velocity 70% reduction in Micro Jump Drive reactivation delay • Can fit Bastion modules
Required Skills
Training Time what's this?115d 11h 59m 20s
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Grouping
▪ Variations Apocalypse Imperial Issue
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23,400 MW 550 tf
94 m/sec
675 m³
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,Apocalypse Navy Issue
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22,000 MW 580 tf
120 m/sec
790 m³
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,Apocalypse
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21,000 MW 540 tf
113 m/sec
845 m³
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Ship Attributes
Fittings |
High 8
Launchers 0
Turrets 4
Rig
2
large
Calibration 400
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Navigation |
Base Time to Warp 15.22 s what's this?
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.
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Drones |
Drone Bandwidth 25 Mbit/sec
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Targeting |
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Structure |
Structure Hitpoints 8,500 HP
Frigate Escape Bay 1 Frigate
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Armor |
Armor Hitpoints 8,800 HP
Armor Resistances
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Shields |
Shield Capacity 6,900 HP
Shield Resistances
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Summary
You can write a summary for Paladin here.
Skills
Further information about additional or recommended skills to pilot Paladin for a specific or it's common role(s) can be written here.
Fitting
[Paladin, Missionary]
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Heavy Diminishing Power System Drain I
Heavy Diminishing Power System Drain I
Heavy Diminishing Power System Drain I
Bastion Module I
Tracking Computer II
Tracking Computer II
Large Micro Jump Drive
Eutectic Capacitor Charge Array
Damage Control II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Heat Sink II
Core B-Type Large Armor Repairer
Large Capacitor Control Circuit II
Large Capacitor Control Circuit II
Hobgoblin II x5
Salvage Drone I x5
Light Armor Maintenance Bot II x5
Optimal Range Script x2
Tracking Speed Script x2
Imperial Navy Multifrequency L x4
Imperial Navy Ultraviolet L x4
Scorch L x4
- A L4 mission runner, as per Jester's Fit of the week for November 27, 2013, see http://jestertrek.blogspot.ca/2013/11/fit-of-week-l4-mission-paladin.html for details.
- As often happen with Jester, this fit is very blingy and some of the modules could be downrated a bit without sacrificing too much.
- As fitted, with all skills at V and before fleet boosts, this ship has 78 K EHP (110 K in Bastion mode), flies at 125 m/s and align in 10.3 s.
- Damage varies between 1055 dps at 27 + 16 km with Imperial Navy Multifrequency to 861 dps at 80 + 16 km with Scorch.
- The ship can repair 450 ehp/s in normal mode and 1255 ehp/s in Bastion mode.
- The ship is cap stable without using the energy vampires.
Tactics
No sub-article about Paladin roles or piloting tactics. You can write them here.
Notes
You can write additional notes for Paladin here.
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