Ashimmu

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Ashimmu
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Ashimmu
Amarr Empire
Amarr Empire
Pirate Faction Ships
Ashimmu Class
RELATED UNI-WIKI REFERENCES

In those of the Empire's regions where naughty children are frightened into submission with tales of the Blood Raiders and their gallery of horrors, the terrible spear of the Ashimmu is known by all as a bringer of things worse than death. This is one of the few things that small children and capsule pilots generally agree upon.

Special Ability: 100% bonus to Medium Energy Turret damage

SHIP BONUSES

Amarr Cruiser Skill Bonus:
15% bonus to Energy Vampire and Energy Neutralizer drain amount per level
Minmatar Cruiser Skill Bonus:
10% bonus to the velocity factor of stasis webifiers per level

Required Skills
  • Amarr Cruiser II3h 55m
    • Spaceship Command III4h 26m
    • Amarr Frigate IV2d 2h 17m
  • Minmatar Cruiser II3h 55m
    • Spaceship Command III4h 26m
    • Minmatar Frigate IV2d 2h 17m
Training Time what's this?
4d 21h 19m
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
none

Ship Attributes

Fittings
Powergrid
powergrid
1,420 MW
CPU
cpu output
350 tf
Capacitor
capacitor
1,830 GJ
High
high slots
6
Launchers
launcher slots
0
Turrets
turret slots
3
Medium
medium slots
4
Low
low slots
5
Rig
rigs
3
 
medium
Calibration
calibration
350
Navigation
Max Velocity
max. velocity
175 m/s
Inertia Modifier
inertia modifier (agility)
0.58
Warp Speed
inertia modifier (agility)
3 AU/s
Base Time to Warp
base time to warp
8.85 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.
Drones
Drone Capacity
drone capacity
10 m³
Drone Bandwidth
drone bandwidth
10 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
45 km
Max Locked Targets
max. locked targets
8
RADAR Sensor
RADAR sensor strength
19 points
Sig. Radius
signature radius
130 m
Scan Res.
scan resolution
338 mm
Structure
Structure Hitpoints
structure hitpoints
2,325 HP
Mass
ship mass
11,010,000 kg
Volume
ship volume
118,000 m³
Cargo Capacity
cargo capacity
280 m³
Armor
Armor Hitpoints
armor hitpoints
2,625 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
35
KIN
kinetic resistance
25
EXP
explosive resistance
20
Shields
Shield Capacity
shield hitpoints
2,328 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
40
EXP
explosive resistance
50


Summary

The Ashimmu suffers from much the same problems as the Cruor although at least it can fit the essential 4 modules to makes its design work: propulsion, tackle, web and cap booster. The problem arises however that you can't gank it enough to make the resulting tank acceptable, but you also can't tank it enough to make the resulting gank respectable.

Skills

Further information about additional or recommended skills to pilot Ashimmu for a specific or it's common role(s) can be written here.

Fitting

Armor PVP
Ashimmu: Armor PVP
EFT
[Ashimmu, Armor PVP]
Focused Medium Pulse Laser II
Focused Medium Pulse Laser II
Focused Medium Pulse Laser II
Medium Unstable Power Fluctuator I
Medium Unstable Power Fluctuator I
Medium Unstable Power Fluctuator I

Experimental 10MN Microwarpdrive I
Medium Electrochemical Capacitor Booster I
Warp Disruptor II
Stasis Webifier II

Damage Control II
Heat Sink II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
1600mm Reinforced Steel Plates II

Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I


Hornet EC-300 x2

Navy Cap Booster 800 x1
Scorch M x3

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FITTING DIFFICULTY
EVE VERSION
PRE-RET 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • Ashimmu can be useful for gate/station camps, as they combine the role of the Huginn and Curse into one ship. However, they don't operate as effectively as either one.
  • Upgrading to a Federation Navy Stasis Webifier is strongly encouraged, as it provides an extra 4 km in web range.
  • Meta 4 medium neuts have lower fitting requirements than the T2 versions, and have the same stats as of Retribution, so there's no reason to use the T2.
  • Ashimmu are slow and have no range bonuses to their EWAR modules. It is recommended that you use them only where the enemy fleet comp is known and will appear in a small area (station undocks, bubble camps). Any fleet action would be better served by flying a Curse or Rapier.
Neuting
Ashimmu: Neuting
EFT
[Ashimmu, Neuting]
Medium Unstable Power Fluctuator I
Medium Unstable Power Fluctuator I
Medium Unstable Power Fluctuator I
Medium Unstable Power Fluctuator I
Medium Unstable Power Fluctuator I
Medium Unstable Power Fluctuator I

Experimental 10MN Microwarpdrive I
Fleeting Propulsion Inhibitor I
Fleeting Propulsion Inhibitor I
Fleeting Propulsion Inhibitor I

Energized Adaptive Nano Membrane II
1600mm Reinforced Steel Plates II
Armor Kinetic Hardener II
Armor Thermic Hardener II
Armor Explosive Hardener II

Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Medium Anti-EM Pump I


Hobgoblin II x2

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FITTING DIFFICULTY
EVE VERSION
RET 1.1
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • EHP (heat): 53.7k (64k)
  • Resists (heat): 72.6 (72.6) / 77.1 (82.7) / 73.6 (80.0) / 71.8 (78.7)
  • Needs incoming ET


Tactics

Because the Ashimmu has no range bonuses to its neuts or webs, it must operate within 10-14 km of its target. Since it is an armor fitted ship, it will be quite slow at moving to attack a target. For most missions, a Curse or a Rapier will be much more useful for neuting or webbing a target. However, in very small gang fights in defined areas (bubble camps, station undocks), an Ashimmu can serve well.

Notes

For more information about capacitor warfare and other capacitor warfare using ships see the Capacitor Warfare Guide.