Difference between revisions of "Naglfar"

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m ((.*) (Deflection|Dissipation|Ward) Field -> $1 Shield Hardener)
m (Add variant.)
 
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  * on editing the attributes, please make sure that you don't
 
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  | shipimg=Naglfar.jpg
 
  | shipimg=Naglfar.jpg
 
  | shipname=Naglfar
 
  | shipname=Naglfar
| caption=Naglfar
 
 
  | class=Dreadnought
 
  | class=Dreadnought
 
  | grouping=Dreadnoughts
 
  | grouping=Dreadnoughts
 
  | hulltype=Naglfar Class
 
  | hulltype=Naglfar Class
  | faction=Minmatar Republic
+
  | faction=Minmatar Republic  
  | race=Minmatar
+
  | variations= {{Ship|Valravn}}, {{Ship|Naglfar Fleet Issue}}
| roles=unspecified
+
  | tech=  
| variations=<i>none</i>
+
 
  | tech=
 
| ecmprio=1 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest -->
 
 
  | powergrid=460,000 MW
 
  | powergrid=460,000 MW
 
  | cpu=740 tf
 
  | cpu=740 tf
 
  | capacitor=50,000 GJ
 
  | capacitor=50,000 GJ
 +
 
  | highs=5
 
  | highs=5
 
  | turrets=3
 
  | turrets=3
Line 28: Line 26:
 
  | mediums=6
 
  | mediums=6
 
  | lows=6
 
  | lows=6
 +
 
  | mass=1,260,000,000 kg
 
  | mass=1,260,000,000 kg
  | volume=15,500,000 m&#179;
+
  | volume=15,500,000
  | cargohold=2,900 m&#179;
+
 
| extrahold=8,000 m&#179;
+
  | cargohold=2,900
 
  | extraholdtype=Fuel
 
  | extraholdtype=Fuel
  | extrahold2=1,000,000 m&#179;
+
  | extrahold=8,000
 
  | extrahold2type=Ship Maintenance Bay
 
  | extrahold2type=Ship Maintenance Bay
  | extrahold3=10,000 m&#179;
+
  | extrahold2=1,000,000 m³
 
  | extrahold3type=Fleet Hangar
 
  | extrahold3type=Fleet Hangar
 +
| extrahold3=10,000 m³
 +
 
  | info=The Naglfar is based on a Matari design believed to date back to the earliest annals of antiquity.  While the exact evolution of memes informing its figure is unclear, the same distinctive vertical monolith form has shown up time and time again in the wind-scattered remnants of Matari legend.<br><br>Boasting an impressive versatility in firepower options, the Naglfar is capable of holding its own against opponents of all sizes and shapes.  While its defenses don't go to extremes as herculean as those of its counterparts, the uniformity of resilience - coupled with the sheer amount of devastation it can dish out - make this beast an invaluable addition to any fleet.<br><br>
 
  | info=The Naglfar is based on a Matari design believed to date back to the earliest annals of antiquity.  While the exact evolution of memes informing its figure is unclear, the same distinctive vertical monolith form has shown up time and time again in the wind-scattered remnants of Matari legend.<br><br>Boasting an impressive versatility in firepower options, the Naglfar is capable of holding its own against opponents of all sizes and shapes.  While its defenses don't go to extremes as herculean as those of its counterparts, the uniformity of resilience - coupled with the sheer amount of devastation it can dish out - make this beast an invaluable addition to any fleet.<br><br>
  | bonuses=<b>Minmatar Dreadnought bonuses (per skill level):</b><br>5% bonus to Capital Projectile Turret damage<br>5% bonus to Capital Projectile Turret rate of fire<br>5% bonus to Shield Booster cycle time<br><b>Role Bonus:</b><br>&bull;&nbsp;Can fit Siege modules<br>&bull;&nbsp;5x penalty to Entosis Link cycle time<br>
+
  | bonuses= <b>Minmatar Dreadnought bonuses (per skill level):</b><br>
 +
5% bonus to Capital Projectile Turret damage<br>
 +
5% bonus to Capital Projectile Turret rate of fire<br>
 +
5% bonus to Shield Booster cycle time<br>
 +
<b>Role Bonus:</b><br>
 +
&nbsp;Can fit Siege modules<br>
 +
&nbsp;5x penalty to Entosis Link cycle time
 +
 
 
  | structurehp=95,500 HP
 
  | structurehp=95,500 HP
 +
 +
| armorhp=95,500 HP
 +
| armorem=60
 +
| armortherm=35
 +
| armorkin=25
 +
| armorexp=10
 +
 
  | shieldhp=95,500 HP
 
  | shieldhp=95,500 HP
 
  | shieldem=0
 
  | shieldem=0
 +
| shieldtherm=20
 +
| shieldkin=40
 
  | shieldexp=50
 
  | shieldexp=50
| shieldkin=40
+
 
| shieldtherm=20
 
| armorhp=95,500 HP
 
| armorem=60
 
| armorexp=10
 
| armorkin=25
 
| armortherm=35
 
 
  | maxvelocity=80 m/sec
 
  | maxvelocity=80 m/sec
 
  | inertia=0.045
 
  | inertia=0.045
 
  | warpspeed=1.5 AU/s
 
  | warpspeed=1.5 AU/s
 
  | warptime=78.603 s
 
  | warptime=78.603 s
 +
 
  | targetrange=92.50 km
 
  | targetrange=92.50 km
 +
| maxlockedtargets=7
 
  | sigradius=11,000 m
 
  | sigradius=11,000 m
  | maxlockedtargets=7
+
  | scanres=85 mm
 
  | sensortype=LADAR
 
  | sensortype=LADAR
 
  | sensorvalue=39 points
 
  | sensorvalue=39 points
| scanres=85 mm
+
 
 
  | reqskills=*{{RequiredSkill|Capital Ships|I}}
 
  | reqskills=*{{RequiredSkill|Capital Ships|I}}
**{{RequiredSkill|Advanced Spaceship Command|V}}
+
** {{RequiredSkill|Advanced Spaceship Command|V}}
***{{RequiredSkill|Spaceship Command|V}}
+
*** {{RequiredSkill|Spaceship Command|V}}
*{{RequiredSkill|Minmatar Dreadnought|I}}
+
* {{RequiredSkill|Minmatar Dreadnought|I}}
**{{RequiredSkill|Capital Ships|III}}
+
** {{RequiredSkill|Capital Ships|III}}
***{{RequiredSkill|Advanced Spaceship Command|V}}
+
*** {{RequiredSkill|Advanced Spaceship Command|V}}
****{{RequiredSkill|Spaceship Command|V}}
+
**** {{RequiredSkill|Spaceship Command|V}}
**{{RequiredSkill|Minmatar Battleship|III}}
+
** {{RequiredSkill|Minmatar Battleship|III}}
***{{RequiredSkill|Spaceship Command|IV}}
+
*** {{RequiredSkill|Spaceship Command|IV}}
***{{RequiredSkill|Minmatar Battlecruiser|III}}
+
*** {{RequiredSkill|Minmatar Battlecruiser|III}}
****{{RequiredSkill|Spaceship Command|III}}
+
**** {{RequiredSkill|Spaceship Command|III}}
****{{RequiredSkill|Minmatar Cruiser|III}}
+
**** {{RequiredSkill|Minmatar Cruiser|III}}
*****{{RequiredSkill|Spaceship Command|II}}
+
***** {{RequiredSkill|Spaceship Command|II}}
*****{{RequiredSkill|Minmatar Destroyer|III}}
+
***** {{RequiredSkill|Minmatar Destroyer|III}}
******{{RequiredSkill|Minmatar Frigate|III}}
+
****** {{RequiredSkill|Minmatar Frigate|III}}
*******{{RequiredSkill|Spaceship Command|I}}
+
******* {{RequiredSkill|Spaceship Command|I}}
**{{RequiredSkill|Tactical Weapon Reconfiguration|I}}
+
** {{RequiredSkill|Tactical Weapon Reconfiguration|I}}
***{{RequiredSkill|Advanced Weapon Upgrades|V}}
+
*** {{RequiredSkill|Advanced Weapon Upgrades|V}}
****{{RequiredSkill|Weapon Upgrades|V}}
+
**** {{RequiredSkill|Weapon Upgrades|V}}
*****{{RequiredSkill|Gunnery|II}}
+
***** {{RequiredSkill|Gunnery|II}}
*{{RequiredSkill|Jump Drive Operation|I}}
+
* {{RequiredSkill|Jump Drive Operation|I}}
**{{RequiredSkill|Navigation|V}}
+
** {{RequiredSkill|Navigation|V}}
**{{RequiredSkill|Warp Drive Operation|V}}
+
** {{RequiredSkill|Warp Drive Operation|V}}
***{{RequiredSkill|Navigation|I}}
+
*** {{RequiredSkill|Navigation|I}}
**{{RequiredSkill|Science|V}}
+
** {{RequiredSkill|Science|V}}
 +
| totaltraintime=107d 18h 28m 50s
  
| totaltraintime=107d 18h 28m 50s
 
 
  | forumlinks=
 
  | forumlinks=
 
  | wikireferences=
 
  | wikireferences=
Line 100: Line 113:
 
------------------------------------------------------------------------------------------->
 
------------------------------------------------------------------------------------------->
  
==Summary==
+
== Summary ==
Before the Citadel expansion the Naglfar was a bit of a mixed bag. Nowadays it's one of the best overall dreadnoughts: you cannot go wrong with picking a Naglfar, and most capital pilots are expected to fly one in some capacity. Capless guns, generous mid slots, generous low slots and other minor properties make it popular for fleet use, for "Solo Dreadnought" operations and for PvE in high class wormholes. It also makes a good "Blap Dread", a dreadnought specifically designed to shoot at subcapital targets with full sized capital guns. It has also found use in special case situations involved the rarely used long range platform: in this case, Quad 3500mm Artillery for sniping on Citadel grids. It is also the best "Drift Dread" for its speed and slot arrangement which makes it good for doing such.
+
Before the Citadel expansion the Naglfar was a bit of a mixed bag. Nowadays it's one of the best overall dreadnoughts: you cannot go wrong with picking a Naglfar, and most capital pilots are expected to fly one in some capacity. Capless guns, generous mid slots, generous low slots and other minor properties make it popular for fleet use, for "Solo Dreadnought" operations and for PvE in high class wormholes. It also makes a good "Blap Dread", a dreadnought specifically designed to shoot at subcapital targets with full sized capital guns. It has also found use in special case situations involving the rarely used long range platform: in this case, Quad 3500mm Artillery for sniping on Citadel grids. It is also the best "Drift Dread" for its speed and slot arrangement which makes it good for doing such.
  
==Skills==
+
== Skills ==
''Further information about additional or recommended skills to pilot Naglfar for a specific or it's common role(s) can be written here.''
+
''Further information about additional or recommended skills to pilot Naglfar for a specific or its common role(s) can be written here.''
 
 
==Fitting=={{ShipFitting
 
| ship=Naglfar
 
| shipTypeID=19722
 
| fitName=Naglfar - Shield No Prop AutoCannons 2500mm Basic
 
| fitID=Naglfar---Shield-No-Prop-AutoCannons-2500mm-Basic
 
| low1name=Power Diagnostic System II
 
| low1typeID=1541
 
| low2name=Gyrostabilizer II
 
| low2typeID=519
 
| low3name=Gyrostabilizer II
 
| low3typeID=519
 
| low4name=Gyrostabilizer II
 
| low4typeID=519
 
| low5name=Tracking Enhancer II
 
| low5typeID=1999
 
| low6name=Capital Emergency Hull Energizer I
 
| low6typeID=40714
 
| mid1name=Heavy Electrochemical Capacitor Booster I, Cap Booster 3200
 
| mid1typeID=5051
 
| charge1name=Cap Booster 3200 x1
 
| charge1typeID=41489
 
| mid2name=Capital Shield Extender I
 
| mid2typeID=40354
 
| mid3name=Capital Shield Extender I
 
| mid3typeID=40354
 
| mid4name=Multispectrum Shield Hardener II
 
| mid4typeID=2281
 
| mid5name=Multispectrum Shield Hardener II
 
| mid5typeID=2281
 
| mid6name=EM Shield Hardener II
 
| mid6typeID=2301
 
| high1name=Hexa 2500mm Repeating Cannon I
 
| high1typeID=20452
 
| high2name=Hexa 2500mm Repeating Cannon I
 
| high2typeID=20452
 
| high3name=Hexa 2500mm Repeating Cannon I
 
| high3typeID=20452
 
| high4name=Siege Module II
 
| high4typeID=4292
 
| high5name=Capital Energy Neutralizer I
 
| high5typeID=40659
 
| rig1name=Capital Core Defense Field Extender I
 
| rig1typeID=31792
 
| rig2name=Capital Core Defense Field Extender I
 
| rig2typeID=31792
 
| rig3name=Capital Projectile Burst Aerator II
 
| rig3typeID=31678
 
| charge2name=open
 
| charge3name=open
 
| charge4name=open
 
| charge5name=open
 
| skills=
 
| showSKILLS=N
 
| notes=
 
| showNOTES=N
 
| difficulty=0
 
| warsop=A
 
| warsopReason=
 
| version=LATEST
 
| showTOC=Y
 
| shipDNA=19722:1541;1:519;3:1999;1:40714;1:5051;1:41489;1:40354;2:2281;2:2301;1:20452;3:4292;1:40659;1:31792;2:31678;1::
 
| fleetup=
 
| alphacanuse=N
 
}}{{ShipFitting
 
| ship=Naglfar
 
| shipTypeID=19722
 
| fitName=Naglfar - Shield No Prop AutoCannons Q.800mm Solo Dread
 
| fitID=Naglfar---Shield-No-Prop-AutoCannons-Q.800mm-Solo-Dread
 
| low1name=Damage Control II
 
| low1typeID=2048
 
| low2name=Republic Fleet Gyrostabilizer
 
| low2typeID=15806
 
| low3name=Gyrostabilizer II
 
| low3typeID=519
 
| low4name=Gyrostabilizer II
 
| low4typeID=519
 
| low5name=Tracking Enhancer II
 
| low5typeID=1999
 
| low6name=Tracking Enhancer II
 
| low6typeID=1999
 
| mid1name=Dark Blood Warp Disruptor
 
| mid1typeID=14242
 
| mid2name=Caldari Navy Stasis Webifier
 
| mid2typeID=17500
 
| mid3name=Heavy Stasis Grappler II
 
| mid3typeID=41057
 
| mid4name=CONCORD Capital Shield Booster
 
| mid4typeID=3542
 
| mid5name=Capital Capacitor Booster II, Navy Cap Booster 3200
 
| mid5typeID=41493
 
| charge1name=Navy Cap Booster 3200 x1
 
| charge1typeID=41490
 
| mid6name=Pithum C-Type Multispectrum Shield Hardener
 
| mid6typeID=4349
 
| high1name=Dark Blood Heavy Energy Neutralizer
 
| high1typeID=14168
 
| high2name=Siege Module II
 
| high2typeID=4292
 
| high3name=Quad 800mm Repeating Cannon II, Republic Fleet EMP XL
 
| high3typeID=37304
 
| charge2name=Republic Fleet EMP XL x1
 
| charge2typeID=21900
 
| high4name=Quad 800mm Repeating Cannon II, Republic Fleet EMP XL
 
| high4typeID=37304
 
| high5name=Quad 800mm Repeating Cannon II, Republic Fleet EMP XL
 
| high5typeID=37304
 
| rig1name=Capital Projectile Metastasis Adjuster II
 
| rig1typeID=31714
 
| rig2name=Capital EM Shield Reinforcer II
 
| rig2typeID=31726
 
| rig3name=Capital Core Defense Capacitor Safeguard II
 
| rig3typeID=31774
 
| charge3name=open
 
| charge4name=open
 
| charge5name=open
 
| skills=
 
| showSKILLS=N
 
| notes=One version of a "Solo Dreadnought" Naglfar. Most pilots who use those tweak theirs to suite their preferences. Carry the requisite refits. Not for beginner capital pilots. Adjust to as preferred.
 
| showNOTES=N
 
| difficulty=0
 
| warsop=A
 
| warsopReason=
 
| version=LATEST
 
| showTOC=Y
 
| shipDNA=19722:2048;1:15806;1:519;2:1999;2:14242;1:17500;1:41057;1:3542;1:41493;1:41490;1:4349;1:14168;1:4292;1:37304;3:21900;1:31714;1:31726;1:31774;1::
 
| fleetup=
 
| alphacanuse=N
 
}}
 
{{ShipFitting
 
| ship=Naglfar
 
| shipTypeID=19722
 
| fitName=Naglfar - Shield MWD AutoCannons Q.800mm Nano Naglfar
 
| fitID=Naglfar---Shield-MWD-AutoCannons-Q.800mm-Nano-Naglfar
 
| low1name=Damage Control II
 
| low1typeID=2048
 
| low2name=Republic Fleet Gyrostabilizer
 
| low2typeID=15806
 
| low3name=Republic Fleet Gyrostabilizer
 
| low3typeID=15806
 
| low4name=Domination Tracking Enhancer
 
| low4typeID=14100
 
| low5name=Domination Tracking Enhancer
 
| low5typeID=14100
 
| low6name=Nanofiber Internal Structure II
 
| low6typeID=2605
 
| mid1name=50000MN Microwarpdrive II
 
| mid1typeID=41253
 
| mid2name=Republic Fleet Warp Disruptor
 
| mid2typeID=15891
 
| mid3name=Federation Navy Stasis Webifier
 
| mid3typeID=17559
 
| mid4name=Domination Heavy Stasis Grappler
 
| mid4typeID=41059
 
| mid5name=Capital Capacitor Booster II, Navy Cap Booster 3200
 
| mid5typeID=41493
 
| charge1name=Navy Cap Booster 3200 x1
 
| charge1typeID=41490
 
| mid6name=CONCORD Capital Shield Booster
 
| mid6typeID=3542
 
| high1name=Quad 800mm Repeating Cannon II, Arch Angel Phased Plasma XL
 
| high1typeID=37304
 
| charge2name=Arch Angel Phased Plasma XL x1
 
| charge2typeID=20747
 
| high2name=Quad 800mm Repeating Cannon II, Arch Angel Phased Plasma XL
 
| high2typeID=37304
 
| high3name=Quad 800mm Repeating Cannon II, Arch Angel Phased Plasma XL
 
| high3typeID=37304
 
| high4name=Siege Module II
 
| high4typeID=4292
 
| high5name=True Sansha Large EMP Smartbomb
 
| high5typeID=14190
 
| rig1name=Capital Dynamic Fuel Valve I
 
| rig1typeID=31133
 
| rig2name=Capital Projectile Metastasis Adjuster II
 
| rig2typeID=31714
 
| rig3name=Capital Core Defense Capacitor Safeguard II
 
| rig3typeID=31774
 
| charge3name=open
 
| charge4name=open
 
| charge5name=open
 
| skills=
 
| showSKILLS=N
 
| notes=A "Nano Naglfar" fit. </li><li>Genolution implant set required. </li><li>Sourced from https://zkillboard.com/kill/54141822/. "Big Miker" inspiration.</li><li>Get speed up nice and hot, aligned to a distant object, seige up and shoot them as they trail behind you. Bring Drop drugs, with Blue Pills for emergencies. May pulse the MWD while in seige to increase mass even further, which makes slowing down even slower! Optional neutralizer in the high slot in place of the smartbomb. Quad LiF Restrained MWD or Enduring MWD also optional.</li><li>Tweak as you see fit for your preference.
 
| showNOTES=N
 
| difficulty=0
 
| warsop=A
 
| warsopReason=
 
| version=LATEST
 
| showTOC=Y
 
| shipDNA=19722:2048;1:15806;2:14100;2:2605;1:41253;1:15891;1:17559;1:41059;1:41493;1:41490;1:3542;1:37304;3:20747;1:4292;1:14190;1:31133;1:31714;1:31774;1::
 
| fleetup=
 
| alphacanuse=N
 
}}{{ShipFitting
 
| ship=Naglfar
 
| shipTypeID=19722
 
| fitName=Naglfar - Armor No Prop AutoCannons 2500mm Blap Dread
 
| fitID=Naglfar---Armor-No-Prop-AutoCannons-2500mm-Blap-Dread
 
| low1name=Capital Armor Repairer I
 
| low1typeID=20701
 
| low2name=Gyrostabilizer II
 
| low2typeID=519
 
| low3name=Gyrostabilizer II
 
| low3typeID=519
 
| low4name=Gyrostabilizer II
 
| low4typeID=519
 
| low5name=Damage Control II
 
| low5typeID=2048
 
| low6name=Energized Adaptive Nano Membrane II
 
| low6typeID=11269
 
| mid1name=Tracking Computer II, Tracking Speed Script
 
| mid1typeID=1978
 
| charge1name=Tracking Speed Script x1
 
| charge1typeID=29001
 
| mid2name=Tracking Computer II, Tracking Speed Script
 
| mid2typeID=1978
 
| mid3name=Tracking Computer II, Optimal Range Script
 
| mid3typeID=1978
 
| charge2name=Optimal Range Script x1
 
| charge2typeID=28999
 
| mid4name=Sensor Booster II, Scan Resolution Script
 
| mid4typeID=1952
 
| charge3name=Scan Resolution Script x1
 
| charge3typeID=29011
 
| mid5name=Sensor Booster II, Scan Resolution Script
 
| mid5typeID=1952
 
| mid6name=Republic Fleet Target Painter
 
| mid6typeID=31944
 
| high1name=Siege Module II
 
| high1typeID=4292
 
| high2name=Hexa 2500mm Repeating Cannon II, Arch Angel Phased Plasma XL
 
| high2typeID=37306
 
| charge4name=Arch Angel Phased Plasma XL x1
 
| charge4typeID=20747
 
| high3name=Hexa 2500mm Repeating Cannon II, Arch Angel Phased Plasma XL
 
| high3typeID=37306
 
| high4name=Hexa 2500mm Repeating Cannon II, Arch Angel Phased Plasma XL
 
| high4typeID=37306
 
| high5name=True Sansha Large EMP Smartbomb
 
| high5typeID=14190
 
| rig1name=Capital Projectile Ambit Extension I
 
| rig1typeID=31660
 
| rig2name=Capital Projectile Metastasis Adjuster II
 
| rig2typeID=31714
 
| rig3name=Capital Projectile Metastasis Adjuster II
 
| rig3typeID=31714
 
| charge5name=open
 
| skills=
 
| showSKILLS=N
 
| notes=The principle of this ship and fit is to use capital guns to strike subcaps. Thus the mids are taken up with maximum modules to enhance tracking.</li><li>Ideally the targets land in a drag bubble, and as they burn back to the gate, you have the dread just off the gate (about 40 off aligned so they burn to the gate directly with very low transversal, if any) and simply pop them as they burn in. Requires some kind of a support subcap fleet to tackle and provide interesting targets before the dreadnought is brought in.</li><li>Make sure to use at least Improved Drop booster drugs. Pilot preference may tweak some of these modules. Tank will not last against anything remotely capable of killing a dreadnought. No cap booster equipped means that capacitor can be a problem. Be ready to refit.
 
| showNOTES=N
 
| difficulty=0
 
| warsop=A
 
| warsopReason=
 
| version=LATEST
 
| showTOC=Y
 
| shipDNA=19722:20701;1:519;3:2048;1:11269;1:1978;3:29001;1:28999;1:1952;2:29011;1:31944;1:4292;1:37306;3:20747;1:14190;1:31660;1:31714;2::
 
| fleetup=
 
| alphacanuse=N
 
}}
 
  
 +
== Tactics ==
 +
''No sub-article about Naglfar roles or piloting tactics. You can write them here.''
  
==Tactics==
+
== Notes ==
''No sub-article about Naglfar roles or piloting tactics. You can write them here.''
 
  
==Notes==
+
In old Norse mythology, ''Naglfar'' was a ship made from the finger- and toenails of the dead, which would ferry monsters to the final battle of [[Ragnarok]].
''You can write additional notes for Naglfar here.''
 
  
 
{{ShipsMatrix}}
 
{{ShipsMatrix}}
[[Category:Ship Database]][[Category:Dreadnoughts]]
+
 
 +
[[Category:Ship Database]]
 +
[[Category:Dreadnoughts]]

Latest revision as of 18:12, 13 June 2023

EVE University Database
 
Ship Database
Naglfar
Naglfar
Minmatar Republic
Minmatar Republic
Dreadnoughts
Naglfar Class
RELATED UNI-WIKI REFERENCES

The Naglfar is based on a Matari design believed to date back to the earliest annals of antiquity. While the exact evolution of memes informing its figure is unclear, the same distinctive vertical monolith form has shown up time and time again in the wind-scattered remnants of Matari legend.

Boasting an impressive versatility in firepower options, the Naglfar is capable of holding its own against opponents of all sizes and shapes. While its defenses don't go to extremes as herculean as those of its counterparts, the uniformity of resilience - coupled with the sheer amount of devastation it can dish out - make this beast an invaluable addition to any fleet.

SHIP BONUSES

Minmatar Dreadnought bonuses (per skill level):
5% bonus to Capital Projectile Turret damage
5% bonus to Capital Projectile Turret rate of fire
5% bonus to Shield Booster cycle time
Role Bonus:
• Can fit Siege modules
• 5x penalty to Entosis Link cycle time

Required Skills
Training Time what's this?
107d 18h 28m 50s
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
Valravn
?size=128&.png
CornerT2s.png
Valravn
Lancer Dreadnoughts Naglfar Class
Icon hi slot.png6 (0/3) Icon mid slot.png6 Icon low slot.png6
Icon powergrid.png600,000 MW Icon cpu.png900 tf
Icon velocity.png80 m/s
Icon capacity.png3,650 m3
, Naglfar Fleet Issue
Naglfar Fleet Issue.jpg
CornerTFs.png
Naglfar Fleet Issue
Faction Dreadnoughts Naglfar Class
Icon hi slot.png6 (0/3) Icon mid slot.png6 Icon low slot.png6
Icon powergrid.png640,000 MW Icon cpu.png900 tf
Icon velocity.png80 m/sec
Icon capacity.png2,900 m³

Ship Attributes

Fittings
Powergrid
powergrid
460,000 MW
CPU
cpu output
740 tf
Capacitor
capacitor
50,000 GJ
High
high slots
5
Launchers
launcher slots
0
Turrets
turret slots
3
Medium
medium slots
6
Low
low slots
6
Rig
rigs
3
 
capital
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
80 m/sec
Inertia Modifier
inertia modifier (agility)
0.045
Warp Speed
inertia modifier (agility)
1.5 AU/s
Base Time to Warp
base time to warp
78.603 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
No drone bay.
Targeting
Max Tgt. Range
max. targeting range
92.50 km
Max Locked Targets
max. locked targets
7
LADAR Sensor
LADAR sensor strength
39 points
Sig. Radius
signature radius
11,000 m
Scan Res.
scan resolution
85 mm
Structure
Structure Hitpoints
structure hitpoints
95,500 HP
Mass
ship mass
1,260,000,000 kg
Volume
ship volume
15,500,000 m³
Cargo Capacity
cargo capacity
2,900 m³
Fuel Capacity
capacity
8,000 m³
Ship Maintenance Bay Capacity
capacity
1,000,000 m³
Fleet Hangar Capacity
capacity
10,000 m³
Armor
Armor Hitpoints
armor hitpoints
95,500 HP
Armor Resistances
EM
electromagnetic resistance
60
THR
thermal resistance
35
KIN
kinetic resistance
25
EXP
explosive resistance
10
Shields
Shield Capacity
shield hitpoints
95,500 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
40
EXP
explosive resistance
50


Summary

Before the Citadel expansion the Naglfar was a bit of a mixed bag. Nowadays it's one of the best overall dreadnoughts: you cannot go wrong with picking a Naglfar, and most capital pilots are expected to fly one in some capacity. Capless guns, generous mid slots, generous low slots and other minor properties make it popular for fleet use, for "Solo Dreadnought" operations and for PvE in high class wormholes. It also makes a good "Blap Dread", a dreadnought specifically designed to shoot at subcapital targets with full sized capital guns. It has also found use in special case situations involving the rarely used long range platform: in this case, Quad 3500mm Artillery for sniping on Citadel grids. It is also the best "Drift Dread" for its speed and slot arrangement which makes it good for doing such.

Skills

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

Tactics

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

Notes

In old Norse mythology, Naglfar was a ship made from the finger- and toenails of the dead, which would ferry monsters to the final battle of Ragnarok.