Difference between revisions of "Impairor"

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|info=The Impairor-class frigate has been mass-produced by the Amarr Empire for decades. It is the most common spacevessel sighted within the Amarrian boundaries, and is used both as a basic trade vessel and as a small-scale slave transport.  
 
|info=The Impairor-class frigate has been mass-produced by the Amarr Empire for decades. It is the most common spacevessel sighted within the Amarrian boundaries, and is used both as a basic trade vessel and as a small-scale slave transport.  
 
 
|bonuses=<b>Traits:</b><br>Special Abilities:<br>20% bonus to Small Energy Turret capacitor use <br>10%bonus to Small Energy Turret damage <br>15% bonus to Tracking Disruptor effectiveness <br>10% bonus to armor resistances.
+
|bonuses=<b>Traits:</b><br><b>Special Abilities:</b><br>20% bonus to Small Energy Turret capacitor use <br>10%bonus to Small Energy Turret damage <br>15% bonus to Tracking Disruptor effectiveness <br>10% bonus to armor resistances.
 
|structurehp=200 HP
 
|structurehp=200 HP
 
|shieldhp=125 HP |shieldem=0 |shieldexp=50 |shieldkin=40 |shieldtherm=20
 
|shieldhp=125 HP |shieldem=0 |shieldexp=50 |shieldkin=40 |shieldtherm=20

Revision as of 20:46, 26 February 2013

EVE University Database
 
Ship Database
Impairor
Impairor
Amarr Empire
Amarr Empire
Standard Frigates
Impairor Class
RELATED UNI-WIKI REFERENCES

The Impairor-class frigate has been mass-produced by the Amarr Empire for decades. It is the most common spacevessel sighted within the Amarrian boundaries, and is used both as a basic trade vessel and as a small-scale slave transport.

SHIP BONUSES

Traits:
Special Abilities:
20% bonus to Small Energy Turret capacitor use
10%bonus to Small Energy Turret damage
15% bonus to Tracking Disruptor effectiveness
10% bonus to armor resistances.

Required Skills
  • Amarr Frigate I10m
    • Spaceship Command I8m
Training Time what's this?
0d 0h 18m
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
none

Ship Attributes

Fittings
Powergrid
powergrid
24 MW
CPU
cpu output
95 tf
Capacitor
capacitor
140 GJ
High
high slots
2
Launchers
launcher slots
1
Turrets
turret slots
2
Medium
medium slots
2
Low
low slots
2
Rig
rigs
3
 
small
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
300 m/s
Inertia Modifier
inertia modifier (agility)
3.24
Warp Speed
inertia modifier (agility)
3 AU/s
Base Time to Warp
base time to warp
?
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
5 m³
Drone Bandwidth
drone bandwidth
5 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
25.5 km
Max Locked Targets
max. locked targets
3
RADAR Sensor
RADAR sensor strength
6 points
Sig. Radius
signature radius
50 m
Scan Res.
scan resolution
485 mm
Structure
Structure Hitpoints
structure hitpoints
200 HP
Mass
ship mass
1,148,000 kg
Volume
ship volume
28,100 m³
Cargo Capacity
cargo capacity
115 m³
Armor
Armor Hitpoints
armor hitpoints
200 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
35
KIN
kinetic resistance
25
EXP
explosive resistance
20
Shields
Shield Capacity
shield hitpoints
125 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
40
EXP
explosive resistance
50


Summary

The Impairor is the Amarr Rookie Ship. This ship is given free of charge to Amarr players who, while flying the pod, dock at a station at which they have no ship. It has no blueprint and can not be manifactured or reprocessed.

Skills

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

Fitting

Tutorials
Impairor: Tutorials
EFT
[Impairor, Tutorials]
Dual Light Pulse Laser I

Cap Recharger I

Small Armor Repairer I



Multifrequency S x1

Fitting template high slot label.png
icon?size=64&.png
Icon hi slot.png
Fitting template mid slots label.png
icon?size=64&.png
Icon mid slot.png
Fitting template low slots label.png
icon?size=64&.png
Icon low slot.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
Icon fit drone.png
Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
Fitting template rig slots label.png
FITTING DIFFICULTY
EVE VERSION
PRE-RET 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
  • Amarr Frigate II
  • Hull Upgrades I
  • Energy Grid Upgrades I
  • Small Energy Turret II
NOTES


Ironically noob ships can be used for very important engagements. While not much of a threat on field and without a tank, can be Alpha'd (Destroyed in one shot). The rookie ship can be a very shiny enemy fleet's worse nightmare. Reason being it has the ability to hold a cyno and hot drop an entire fleet upon it. Beware, if you are traveling within a fleet and you see a noob ship on grid with you. Try your best to blap it out of the sky (if its a valid target) immediately or scatter. You don't want your entire fleet to be destroyed because this ship put you in a comfortable state.

Notes

Non-Amarr ship collectors can obtain a copy of this ship by visiting an Amarr starting station and completing Aura's tutorial missions or it can be obtained via contract from another player.