Crusader

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Crusader
Crusader
Name: Crusader

Hull: Executioner Class

Role: Interceptor

Interceptors utilize a combination of advanced alloys and electronics to reduce their effective signature radius. This, along with superior maneuverability and speed, makes them very hard to target and track, particularly for high caliber turrets.

Developer: Carthum Conglomerate

Carthum ships are the very embodiment of the Amarrian warfare philosophy. Possessing sturdy armor and advanced weapon systems, they provide a nice mix of offense and defense. On the other hand, their electronic and shield systems tend to be rather limited.

High slots 4
Medium slots 2
Low slots 4
Rig slots 2
Power output 40 MW
CPU output 100 tf
Turret slots 4
Launcher slots 0
Max targets 4
Shield capacity 246
Shield resists
(EM/EXP/KIN/THERM)
0/60/40/20
Armor HP 597
Armor resists
(EM/EXP/KIN/THERM)
50/30/25/35
Capacitor 375
Drones 0 m3
Drone Bandwidth 0
Cargo 135 m3
Max Speed 455 m/s
Insurance Cost 621,064.80
Insurance Payout 2,070,216.00
Updated for Booster Patch
Required Skills
Primary Amarr Frigate V
Secondary Interceptors I
Tertiary N/A
View Ships by Type


Contents

[edit] Overview

"Red wunz go fasta"

The Crusader is a high damage Interceptor, only behind the Taranis in terms of raw DPS (but with much better speed and range). Together with the Claw it is the fastest Interceptor and very agile, but limited in its tackling ability by the lack of extra midslots.

Two fits are standard: the Scorch sniper or the multifreq face rape. Post Quantum Rise and locus nerf, long-range setups are at best suboptimal, so fit a warp scrambler and go close and personal with it. - This is dumb. Always use scorch and kite/keep your distance as long as possible. If you set your default orbit to ~4000m you zoom around on the edge of scrambler range allowing you to disengage most things pretty easily. Only if you get scrammed/webbed up close really early in a fight should you go in close with multifreq. - Simmyb

It also looks like a Cylon raider.

[edit] Bonuses

  • Amarr Frigate Skill Bonus: 10% reduction in Small Energy Turret capacitor use and 5% bonus to Small Energy Turret damage per level
  • Interceptor Skill Bonus: 15% reduction in MicroWarpdrive signature radius penalty and 7.5% bonus to Small Energy Turret Tracking Speed per level
  • Role bonus: 80% reduction in Propulsion Jamming systems activation cost

[edit] PvP Fittings

For fleet work, use a Malediction, which has more appropriate tackling bonuses, is faster, and cheaper. The Crusader is a small gang/solo boat.

[edit] Close Range Facerape/Inty-Killer

High
4x Dual Light Pulse Laser II (Scorch, AN Multifrequency)
Mid
1x Catalyzed Cold-Gas I Arcjet Thrusters
1x Faint Epsilon Warp Scrambler I
Low
2x Overdrive Injector System II
1x Pseudoelectron Containment Field
1x Heat sink II
Rigs (optional but highly recommended)
1x Energy Collision Accelerator
1x Energy Burst Aerator
Implants (optional as well but a must if you plan on going solo, and pretty cheap)
Lancer G1-Alpha (<1m)
Rogue AY-1 (3-5m)
z0r's Custom Navigation Hyperlink (7-10m)
Cargo
Lots of Nanite Repair Paste

This is the only real fit for a solo Crusader. This is also one of the most fun ships to fly in this game, heating to 220dps with Amarr Navy Multifreq and reaching up to 7.2km/s (with heat) without any leadership bonuses.

Rules of Engagement are simple: overload everything and burn towards your victim; once you land your tackle orbit at 5000m and rape with Scorch. This simple and elegant strategy will kill any interceptor dumb enough to engage you, except maybe for a skilled Taranis. Against those, you can still win, but you will have to do some manual flying to kite him at your optimal for as long as possible, so don't engage them until you're comfortable with the ship and know what you're doing.

Keep in mind lasers can switch ammo instantly, so be ready to change to AN Multifreq and move to a closer orbit/turn off your MWD if you have problems tracking your target (or if it's hapless and you want to get higher damage on the killmail). And remember, you have a damage control on, so don't be afraid to go into deep structure, some fights can be really close.

This is also an excellent general roaming ship, able to get the first tackle in most cases and capable of doing an incredible amount of damage for a frigate hull, specially against shield tanked opponents. Not rare to get top damage even with much larger ships in gang.

[edit] PvE Fittings

[edit] Sansha/Blood Faction Hunter

High
4x Gatling Pulse Laser II (AN Multifrequency, Multifrequency, Scorch)
Mid
1x Catalyzed Cold-Gas I Arcjet Thrusters
1x Cap Recharger
Low
1x Small Armor Repairer II
1x Capacitor Power Relay
2x Heat Sink II
Rigs (optional but highly recommended, and will pay for themselves very quickly)
1x Energy Collision Accelerator
1x Energy Burst Aerator


170 EFT DPS (190-200 with faction crystals). Takes down any faction spawn, including officers if you're careful. Just pulse the repper as necessary, avoid ewar/scrambling frigs and be ready to warp away if you get close to structure, some spawns can 2 shot you. An afterburner fit with an extra heatsink and no cap mods is also popular, but the MWD makes the fit much more survivable in case you hit a hostile camp, and the cap mods mean you won't lose a nice spawn in case it has neuting rats in it. Besides, afterburners on interceptors are pretty dumb, you already have low enough of a sig radius even with your MWD on.