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Coercer Navy Issue

Market group: Ships > Destroyers > Faction Destroyers > Navy Faction
Inventory group: Ship > Destroyer

Traits

Type Bonuses

Amarr Destroyer bonuses per level

Role Bonuses

Variations

Type
CoercerTech I700 HP900 HP800 HP85 MW168 tf700 GJ8238
HereticTech II625 HP750 HP750 HP70 MW270 tf750 GJ83347
Coercer Navy IssueFaction1,050 HP1,350 HP1,200 HP73 MW172 tf700 GJ7246

Basic

Mass:
1,650,000 kg
Packaged volume:
5,000 m3
Portion size:
1
Capacity:
375 m3
Volume:
47,000 m3
Mass:
1,650,000 kg
radius:
144 m

Cargo

Capacity:
375 m3

Rigging

Rig Size:
small
Calibration:
400 points

Navigation

Maximum Velocity:
260 m/sec

Drones

Drone Bandwidth:
0 Mbit/sec

Required Skills

Insurance

Reprocessing

Portion size:
1
OutputQuantity
Tritanium80,000
Pyerite15,000
Mexallon5,000
Isogen1,000
Nocxium30
Zydrine20
Auto-Integrity Preservation Seal10
Life Support Backup Unit5
Basic reprocessing, not accounting for skills and other bonuses.

Manufacturing

Manufacturing time:
2h 30m
Copy time:
2h 40m
Material research:
1h 10m
Time research:
1h 10m

Type Info

Type ID:
73789
Base price:
800.00k ISK
Capacity:
375 m3
Faction ID:
500003
Graphic ID:
25606
Group ID:
Destroyer
Market group ID:
Navy Faction
Meta group ID:
4
Published:
true
Race ID:
4
Radius:
144 m
Sof faction name:
amarrnavy
Sound ID:
20063
Volume:
47,000 m3

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.