Harbinger Navy Issue

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Ship Database
Harbinger Navy Issue
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Amarr Empire
Amarr Empire
Faction Battlecruisers
Harbinger Class
Highlight
Warfare Link Bonus
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

Traits:
Amarr Battlecruiser skill bonus per level:
7.5% bonus to Medium Energy Weapon tracking speed
10% bonus to Medium Energy Weapon damage

Role bonus:
• Can fit Warfare Link modules

Required Skills
  • Amarr Battlecruiser I50m
    • Spaceship Command III3h 39m
    • Amarr Cruiser III22h 13m
      • Spaceship Command II38m
      • Amarr Destroyer III8h 53m
        • Amarr Frigate III8h 53m
          • Spaceship Command I8m
Training Time what's this?
1d 21h 14m
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
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
3125 GJ
High
high slots
7
Launchers
launcher slots
0
Turrets
turret slots
6
Medium
medium slots
5
Low
low slots
6
Rig
rigs
3
 
?
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
150 m/s
Inertia Modifier
inertia modifier (agility)
0.69
Warp Speed
inertia modifier (agility)
3 AU/s
Base Time to Warp
base time to warp
13.18 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
50 m³
Drone Bandwidth
drone bandwidth
50 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
55 km
Max Locked Targets
max. locked targets
6
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
13,800,000 kg
Volume
ship volume
234,000 m³
Cargo Capacity
cargo capacity
375 m³
Armor
Armor Hitpoints
armor hitpoints
7,500 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

Sniper
Harbinger Navy Issue: Sniper
EFT
[Harbinger Navy Issue, Sniper]
Heavy Beam Laser II
Heavy Beam Laser II
Heavy Beam Laser II
Heavy Beam Laser II
Heavy Beam Laser II
Heavy Beam Laser II
Core Probe Launcher I

Experimental 10MN Afterburner I
Tracking Computer II
Sensor Booster II
Tracking Computer II
Medium Electrochemical Capacitor Booster I

Damage Control II
800mm Reinforced Steel Plates II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Heat Sink II
Heat Sink II

Medium Anti-Explosive Pump I
Medium Ancillary Current Router I
Medium Energy Burst Aerator I


Warrior II x5
Hobgoblin II x5

Optimal Range Script x2
Targeting Range Script x1
Cap Booster 400 x1
Gleam M x6
Imperial Navy Multifrequency M x6
Imperial Navy Ultraviolet M x6
Imperial Navy Microwave M x6
Aurora M x6
Core Scanner Probe I x8

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Fitting template mid slots label.png
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Fitting template low slots label.png
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Fitting template subsystem slots label.png
Fitting template drone slots label.png
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Fitting template drone slots label.png
Fitting template charge slots label.png
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Fitting template charge slots label.png
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Fitting template rig slots label.png
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FITTING DIFFICULTY
EVE VERSION
ODY 1.1
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • A sniping fit that be be used either for PvE or PvP.
  • With all skills at V and before boosts, this ship has 69 K EHP, flies at 389 m/s (495 m/s overheated) and align in 12.9 s (9.6 s with AB off).
  • Damage varies between 737 dps at 19 + 16 km with Imperial Navy Multifrequency (incl drones) to 370 dps at 70 + 16 km with Aurora (excl drones). Tracking is excellent at 0.105 rad/s with Gleam ammo and two Tracking Speed Scripts.
  • The capacitor is stable using Cap Booster 400 charges. The cap booster module could also be replaced by a Cap Recharger II, and in this case the capacitor will last 4 min 2 sec.
  • The ship can be made self repping by switching one EANM II or one Heat Sink II by a Medium Armor Repairer II. The use of Cap Boosters charges is however required in this case to keep the ship close to cap stable.


Notes

No notes for Harbinger Navy Issue.