Coercer Navy Issue

Amarr Destroyer bonuses per level

7.5 % bonus to ship armor hitpoints.
7.5 % bonus to Small Energy Turret damage.
10.0 % reduction to Small Energy Turret activation cost.
10.0 % reduction to Energy Neutralizer activation cost.
10.0 % bonus to Energy Neutralizer strength.

Role bonuses

50.0 % bonus to Small Energy Turret optimal range and falloff.
Defenses
Shield
1,050 HP
uniformity: 25%
0%
20%
40%
50%
Armor
1,350 HP
uniformity: 25%
50%
35%
25%
20%
Structure
1,200 HP
uniformity: 0%
33%
33%
33%
33%
Market
StationSellBuy
Jita
Amarr
Rens
Dodixie
Hek
Maila
Basic
 Type ID73789
 PublishedTrue
Tech Level1
 Meta Level0 Level
Volume47,000 m3
Repackaged Volume5,000 m3
Mass1,650,000 kg
radius144
 Base Price800,000 ISK
NPC
Shield recharge time625.00 s
Variations
Faction
  • Coercer Navy Issue
Tech I
Tech II
Cargo
Capacity375 m3
Fitting
Powergrid Output73 MW
CPU Output172 tf
Capacitor Capacity700 GJ
Capacitor Recharge time370.00 s
Turret Hardpoints6 hardpoints
Launcher Hardpoints0 hardpoints
High Slots
Medium Slots
Low Slots
Rig Slots
 Rig Sizesmall
Calibration400 points
Targeting
Maximum Locked Targets7
Maximum Targeting Range34,000 m
Ladar Sensor Strength0 points
Magnetometric Sensor Strength0 points
RADAR Sensor Strength11 points
Gravimetric Sensor Strength0 points
Signature Radius65 m
Scan Resolution475 mm
scanSpeed5.00 s
Navigation
Maximum Velocity260 m/sec
 Warp Speed Multiplier4.5 x
Inertia Modifier2.78 x
Drones
Drone Capacity0 m3
Drone Bandwidth0 Mbit/sec
Required skills
Insurance
Reprocessing
 Portion Size1
Output 
Tritanium40,000
Pyerite7,500
Mexallon2,500
Isogen500
Nocxium15
Zydrine10
Auto-Integrity Preservation Seal5
Life Support Backup Unit2
Basic reprocessing, not accounting for skills and other bonuses.
Industry
Produced by
Coercer Navy Issue Blueprint (Manufacturing)
Other
 shipBonusNavyDestroyerAmarr17.5
 shipBonusNavyDestroyerAmarr27.5
 shipBonusNavyDestroyerAmarr3-10
 shipBonusNavyDestroyerAmarr4-10
 shipBonusNavyDestroyerAmarr510
 shipBonusNavyDestroyerAmarr650
 shipBonusNavyDestroyerAmarr750
Cargo Scan Resistance0 %
Capacitor Warfare Resistance0.00 %
Stasis Webifier Resistance0.00 %
Weapon Disruption Resistance0.00 %
Rig Slots
 gfxBoosterID394
 propulsionGraphicID394
 Heat Attenuation0.79
 heatAttenuationLow0.63
 heatAttenuationMed0.25
 heatCapacityHi100
 heatCapacityLow100
 heatCapacityMed100
 heatDissipationRateHi0.01
 heatDissipationRateLow0.01
 heatDissipationRateMed0.01
 heatGenerationMultiplier0.85
Item Damage0 HP
Power Load0 MW
 typeColorScheme11,313
 uniformity1
Ship Warp Speed1 AU/s
 warpCapacitorNeed0.000000813
 warpFactor0
Capacity375 m3
 powerToSpeed1
charge0 GJ
CPU Load0 tf
shieldCharge0
maxPassengers450
 mainColor16,777,215
shipBonusAC27.5
maxDirectionalVelocity2,000
minTargetVelDmgMultiplier0.25
 fwLpKill40
 shipBonusABC27.5
 shipBonusAD1-10
Type Info
Type ID73789
Faction ID500003
Graphic ID25606
Sound ID20063
Group IDDestroyer [420]
Meta Group IDFaction [4]
Race ID4
Faction Nameamarrnavy
Variation Parent Type ID16236

Description

Imperial Navy ship design doctrine tends to return to the tried and tested approach of heavy armor and high-efficiency energy weapons regardless of advances in technology and experiments with tactics. The upgrade brief for the Coercer Navy Issue certainly exemplified this tendency, notably calling for heavily upgraded armor systems and significant improvements in the energy use and damage output of its weapons. The Imperial Navy's continued fascination with energy neutralization as a supplementary weapon system is the only deviation from the core emphasis on fashioning a vessel as hard to crack and potently armed as possible.