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Coercer Navy Issue, Amarr Navy Destroyer
Amarr · Navy Destroyer

Coercer Navy Issue

A Amarr Navy Destroyer focused on attack, energy turrets and armor. 6 turrets, 1,050 shield. Alpha-flyable.

FactionAlphaAttackEnergy TurretsArmor

Estimated Jita price

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Clone state

Alpha
flyable on a free account

Every prerequisite is within Alpha skill caps.

CCP base price

800.0K ISK
reference price, not market

Blueprint: Coercer Navy Issue Blueprint.

Hull stats

high / med / low7 / 2 / 4
rig slots3
CPU / powergrid172 tf / 73 MW
turrets6
shield1,050
armor1,350
structure1,200
capacitor700 GJ 370 s
max velocity260 m/s
warp speed4.5 AU/s
align time6.4 s
signature radius65 m
scan resolution475 mm
target range34 km
cargo375 m³
mass1,650 t
volume47,000 m³

Bonuses

Role bonuses
+50% bonus to Small Energy Turret optimal range and falloff
Amarr Destroyer — per level
+7.5% bonus to ship armor hitpoints
+7.5% bonus to Small Energy Turret damage
+10% reduction to Small Energy Turret activation cost
+10% reduction to Energy Neutralizer activation cost
+10% bonus to Energy Neutralizer strength

Skill requirements

II Amarr Destroyer rank 2
III Amarr Frigate rank 2
I Spaceship Command rank 1

Mastery

18Grade I
29Grade II
37Grade III
40Grade IV
42Grade V

Skills required for each mastery grade. Open the tree to see the full training plan against your character.

SKINs (7)

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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.