Crusader

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EVE University Database
 
Ship Database
Crusader
Crusader
Amarr Empire
Amarr Empire
Interceptors
Executioner Class
Highlight
Fast Target Locking Time
HIGHLIGHTS
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.

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. On the other hand, their electronic and shield systems tend to be rather limited.

SHIP BONUSES

Amarr Frigate Skill Bonus: 10% reduction in Small Energy Turret capacitor use and 5% bonus to Small Energy Turret damage per level
Interceptor Skill Bonus: 15% reduction in MicroWarpdrive signature radius penalty and 7.5% bonus to Small Energy Turret Tracking Speed per level
Role bonus: 80% reduction in Propulsion Jamming systems activation cost

Required Skills
  • Amarr Frigate V11d 20h 26m
    • Spaceship Command I8m
  • Interceptors I33m
    • Spaceship Command III4h 26m
    • Evasive Maneuvering V11d 20h 26m
Training Time what's this?
23d 22h 1m
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
Executioner
Executioner.jpg
Executioner
Standard Frigates Executioner Class
Icon hi slot.png4 (0/3) Icon mid slot.png3 Icon low slot.png3
Icon powergrid.png45 MW Icon cpu.png140 tf
Icon velocity.png410 m/sec
Icon capacity.png115 m³
, Malediction
Malediction.jpg
CornerT2s.png
Malediction
Interceptors Executioner Class
Icon highlights.pngFast Target Locking Time
Icon hi slot.png3 (3/3) Icon mid slot.png3 Icon low slot.png4
Icon powergrid.png36 MW Icon cpu.png150 tf
Icon velocity.png470 m/sec
Icon capacity.png98 m³

Ship Attributes

Fittings
Powergrid
powergrid
40 MW
CPU
cpu output
100 tf
Capacitor
capacitor
375 GJ
High
high slots
4
Launchers
launcher slots
0
Turrets
turret slots
4
Medium
medium slots
2
Low
low slots
4
Rig
rigs
3
 
small
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
455 m/s
Inertia Modifier
inertia modifier (agility)
3.1
Warp Speed
inertia modifier (agility)
9 AU/s
Base Time to Warp
base time to warp
4.51 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
0 m³
Drone Bandwidth
drone bandwidth
0 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
20 km
Max Locked Targets
max. locked targets
4
RADAR Sensor
RADAR sensor strength
9 points
Sig. Radius
signature radius
32 m
Scan Res.
scan resolution
975 mm
Structure
Structure Hitpoints
structure hitpoints
597 HP
Mass
ship mass
1,050,000 kg
Volume
ship volume
28,100 m³
Cargo Capacity
cargo capacity
135 m³
Armor
Armor Hitpoints
armor hitpoints
597 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
35
KIN
kinetic resistance
25
EXP
explosive resistance
30
Shields
Shield Capacity
shield hitpoints
246 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
40
EXP
explosive resistance
60


Summary

The Amarr combat interceptor makes an excellent kiting DD ship taking advantage of the strengths of Scorch T2 ammo and lasers large optimal; however, the Imperial Navy Slicer overshadows it in exactly the same role. Brawler fits exist but are less popular.

Skills

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

Fitting

No tagged fittings for Crusader.

Tactics

No sub-article about Crusader roles or piloting tactics. You can write them here.

Notes

You can write additional notes for Crusader here.