Hull: Rifter Class
Role: Assault Ship
The Jaguar is a versatile ship capable of reaching speeds unmatched by any other assault-class vessel. While comparatively weak on the defensive front it sports great flexibility, allowing pilots considerable latitude in configuring their loadouts for whatever circumstances they find themselves in.
|Power output||43 MW|
|CPU output||160 tf|
| Shield resists|
| Armor resists|
|Max Speed||357 m/s|
|Updated for Booster Patch|
|View Ships by Type|
The Jaguar used to be considered one of the 'weaker' assault frigates, due to its mediocre damage output and slot layout. It has since been boosted, gaining an additional mid, a second damage bonus, and more grid/CPU. It is now one of the better AFs in the game, particularly in PVP where its 4 midslots and good resists (especially on shields) help it to be an excellent heavy tackler.
Good video of a TCF pilot using the jaguar as a heavy tackler.
It's important to note that a Stabber goes faster and does more DPS than a Jaguar at half the price, but is a far shittier fleet tackler because it has less raw EHP and is more susceptible to battleship-sized weapons, drones and fighters.
- Minmatar Frigate Skill Bonus
- 5% Small Projectile damage bonus per level
- Assault Ships Skill Bonus
- 10% Small Projectile Turret optimal range per level
- 5% bonus to Small Projectile Damage per level
 Recommended Skill Packs
- Tech2 - Small Autocannons or Tech2 - Small Artillery
- Tanking - Shield 2
- Support - Navigation 1
- Support - Fitting 2
- Support - Gunnery 2
 PvP Setups
 Dual MSE Jaguar
Role: Heavy Tackler
- 3x 125mm Gatling AutoCannon II, Barrage S
- 1x Salvager (offline)
- 1x Catalyzed Cold-Gas I Arcjet Thrusters (or Phased Monopropellant)
- 1x Warp Disruptor II
- 2x Medium Shield Extender II
- 1x Micro Auxiliary Power Core I
- 1x Power Diagnostic System II
- 1x Damage Control II
- Rigs (optional)
- 1x Anti-Kinetic Screen Reinforcer I
- 1x Anti-Explosive Screen Reinforcer I
- Implants (recommended)
- Zainou 'Gypsy' KMB-50 (+3% CPU)
This is a tight fit with AWU IV and Shield Upgrades IV, leaving .20 spare grid. If your fitting skills aren't up to snuff, several slots can be downgraded to named; with a best-named PDS ("Beta") you probably won't need the CPU implant.
When fit with two medium shield extenders, the Jaguar becomes a sort of mini-Scimitar. The rare combination of 3.5k shields, 13k EHP (26k vs Scorch), across the board HAC resists and 49 signature radius allows it to survive in environments that would kill any cruiser or interceptor. Ideally suited to receive shield reps, it has the potential to be an unswattable fly.
At 2k/sec, you will not be burning across grids to make the initial tackle. Wait for warpins, then work your magic.
MWD / Afterburner: A MWD gives you much-needed flexibility while an AB plays to the strengths of the setup. Swap out and use either as the situation dictates.
If you replace the MWD with an AB (cold gas archjet thrusters or t2 - which makes sense as described above) you can easily shoehorn a best named rocket launcher on this setup without using the CPU implant (t2 will be 0.5 CPU over the limit)
If you want to go balls-to-the-wall, switch out the Disruptor for a Scrambler to deactivate faster ships. This makes it harder for you to hit things on gates but the extra utility of being able to upset another ship (like a taranis) into being unable to escape is a nice addition - hammy
Works without AWU if you swap the DC for another PDS.