Harbinger Navy Issue

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Ship Database
Harbinger Navy Issue
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Harbinger Navy Issue
Amarr Empire
Amarr Empire
Faction Battlecruisers
Harbinger Class
Highlight
Can Use Warfare Links
HIGHLIGHTS
Highlight
High Amount of High Slots
HIGHLIGHTS
RELATED UNI-WIKI REFERENCES

While the Harbinger is a formidable vessel on its own, recent reports have raised its lack of flexibility as a noteworthy concern in the ever-shifting fleet tactic doctrines. Working hard to correct this problem, Imperial engineers came up with the improved Navy Issue variant. Boasting upgraded tracking systems, enhanced resilience and an advanced medium slot configuration layout, the Harbinger Navy Issue is a radical change over its predecessor, capable of astounding performance in a much wider spectrum of engagements.

SHIP BONUSES

Amarr Battlecruiser bonuses (per skill level):
7.5% bonus to Medium Energy Turret tracking speed
10% bonus to Medium Energy Turret damage
Role Bonus:
• Can fit Warfare Link modules
25% bonus to Medium Energy Turret optimal range and falloff

Required Skills
Training Time what's this?
2d 1h 9m 40s
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
Absolution
Absolution.jpg
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Absolution
Command Ships Harbinger Class
Icon highlights.pngHigh Amount of High Slots
Icon highlights.pngHigh Amount of Low Slots
Icon highlights.pngCan use Command Burst module
Icon hi slot.png7 (0/5) Icon mid slot.png3 Icon low slot.png7
Icon powergrid.png1,550 MW Icon cpu.png420 tf
Icon velocity.png158 m/sec
Icon capacity.png375 m³
,Harbinger
Harbinger.jpg
Harbinger
Standard Battlecruisers Harbinger Class
Icon highlights.pngCan use Command Burst module
Icon highlights.pngHigh Amount of High Slots
Icon hi slot.png7 (0/6) Icon mid slot.png4 Icon low slot.png6
Icon powergrid.png1,550 MW Icon cpu.png375 tf
Icon velocity.png175 m/sec
Icon capacity.png375 m³

Ship Attributes

Fittings
Powergrid
powergrid
1,495 MW
CPU
cpu output
410 tf
Capacitor
capacitor
3,500 GJ
High
high slots
7
Launchers
launcher slots
0
Turrets
turret slots
6
Medium
medium slots
5
Low
low slots
6
Rig
rigs
3
 
medium
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
175 m/sec
Inertia Modifier
inertia modifier (agility)
0.52
Warp Speed
inertia modifier (agility)
2.7 AU/s
Base Time to Warp
base time to warp
11.17 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
75 m³
Drone Bandwidth
drone bandwidth
50 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
70.00 km
Max Locked Targets
max. locked targets
7
RADAR Sensor
RADAR sensor strength
21 points
Sig. Radius
signature radius
270 m
Scan Res.
scan resolution
210 mm
Structure
Structure Hitpoints
structure hitpoints
6,750 HP
Mass
ship mass
15,500,000 kg
Volume
ship volume
234,000 m³
Cargo Capacity
cargo capacity
375 m³
Armor
Armor Hitpoints
armor hitpoints
7,875 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
35
KIN
kinetic resistance
25
EXP
explosive resistance
20
Shields
Shield Capacity
shield hitpoints
4,500 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
40
EXP
explosive resistance
50


Summary

Released with the Odyssey expansion, the Harbinger Navy Issue is almost a straight upgrade to the Harbinger, with more fitting space, base HP and even an extra medium power slot. While the tracking bonus allows the Harbinger Navy Issue to track smaller ships with greater ease, the loss of the capacitor bonus from the Harbinger makes the already cap hungry Battlecruiser tougher to keep stable.

Skills

Fitting

For more info on fittings, please go here

Tactics

No sub-article about Harbinger Navy Issue roles or piloting tactics. You can write them here.

Notes

No notes for Harbinger Navy Issue.