Redeemer

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This ship suffers from a lack of fitting setups or description. Please help by adding a setup.
Redeemer
Redeemer
Hull: Armageddon Class

Role: Black Ops

Black Ops battleships are designed for infiltration and espionage behind enemy lines. With the use of a short-range jump drive and a portal generator, they are capable of making a special type of jump portal usable only by covert ops vessels. This enables them to stealthily plant reconnaissance and espionage forces in enemy territory. For the final word in clandestine maneuvers, look no further.

Developer: Viziam

Viziam ships are quite possibly the most durable ships money can buy. Their armor is second to none and that, combined with superior shields, makes them hard nuts to crack. Of course this does mean they are rather slow and possess somewhat more limited weapons and electronics options.

High slots 8
Medium slots 4
Low slots 7
Rig slots 2
Power output 17000 MW
CPU output 505 tf
Turret slots 6
Launcher slots 0
Max targets 7
Shield capacity 4375
Shield resists
(EM/EXP/KIN/THERM)
0/55/43/20
Armor HP 5312
Armor resists
(EM/EXP/KIN/THERM)
50/28/28.75/35
Capacitor 5312
Drones 125 m3
Drone Bandwidth 125 Mbit/sec
Cargo 700 m3
Max Speed 117 m/s
Insurance Cost
Insurance Payout
Updated for Apocrypha 1.1
Required Skills
Primary Amarr Battleship V
Secondary Black Ops (skill) I
Tertiary N/A
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Contents

[edit] Overview

Amarr Black Ops

[edit] Bonuses

Amarr Battleship Skill Bonus
  • 10% reduction in Large Energy Turret capacitor use per level
  • 5% bonus to Large Energy Turret rate of fire per level
Black Ops Skill Bonus
  • 7.5% bonus Large Energy Turret tracking per level
  • 125% bonus to cloaked velocity per level

Note: Can fit covert cynosural field generators and covert jump portal generators. No targeting delay after decloaking.


Would function as mainly as a giant stealth bomber in a traditional role, it would seem to tie the Panther as 2nd most useful black ops. It provides the highest alpha, even compared to Panther arty setups, the best tracking in a long range setup, and the highest DPS by far. A properly fit Redeemer can hit for about 30% more alpha and 50% more DPS than a similarly fit Panther, but would have reduced survivability solo due to not being as agile. Its main role would be a major DPS boat for a small black ops gang. A fitting should probably include some agility and speed mods to counteract the lack of a speed/agility bonus.

[edit] Fittings

[edit] A redeemer not named after anyone that someone might actually fly

High
6x Mega Pulse Laser II (Scorch, IN Multi, whatever else you feel like)
1x Large 'Solace' Remote Armor Rep
1x offline covert jump portal
Medium
1x 100MN Microwarpdrive II
1x Sensor Booster II (both scripts)
1x Large Electrochemical Capacitor Booster
1x Conjunctive Radar ECCM Scanning Array
Low
3x Heat Sink II
2x EANM IIs
1x 1600mm Rolled Tungsten Plate
1x Damage Control II
Rigs
2x Trimark
Drones
5x Med ECM drones
5x Valkyrie II
5x Warrior II or 5x sentry drones and nothing else up to you
Implants
Use CPU implant if you want to have a point.

Faction up whatever modules as you see fit, general idea is this is a 600 mil isk geddon that can jump to cyno beacons, cynos, and covert ops cynos. Bait ship pops cyno and a couple bops bs jump in. If you are flying this you should already know that your target should be well scouted before you jump on them.

[edit] Xrensa's Fitting that Sucks Because the Ship Sucks

High
6x Mega Pulse Laser II (every crystal)
1x Caldari Navy Cloak II
1x True Sansha Neut
Medium
1x 100MN Microwarpdrive II
2x Sensor Booster II (keep both scripts)
1x Medium Cap Booster II
Low
3x True Sansha/Dark Blood Heat Sink
3x Local Hull Inertial Stabilizers
1x Damage Control II
Rigs
2x Energy Locus II
Drones
5x Medium Armor Maintenance Bot
5x Valkyrie II
5x Warrior II (god help you if you get tackled)
Implants
Lancer Beta, Delta, and Epsilon, +3% CPU, Standard/Improved Frentix Booster

There are several problems with fitting a long range setup on this ship or an LSE tank. For starters, CCP didn't give a bonus to the scan res penalty for cloaks so it takes forever to lock anything. Second, they decided to give a T2 battleship a default 50km lock range. As set up, it does 600ish dps at 80km and has good tracking. The ship needs a scan res bonus, decent targeting range, and a 5th mid.

[edit] Yorda's Sniper Redeemer

High
6x Tachyon Beam Laser II (Faction Multifreq, Standard, Microwave, and Aurora)
1x Caldari Navy Cloak II
1x Covert Jump Portal Generator I (offline)
Medium
1x 100MN Microwarpdrive II (upgrade to faction or complex for better capacitor)
3x Sensor Booster II (keep both scripts)
Low
3x True Sansha/Dark Blood Heat Sink
2x Tracking Enhancer II (upgrade to faction for very cheap, but only gain 0.5% tracking)
1x Reactor Control Unit II
1x Damage Control Unit II or Local Hull Conversion Inertial Stabilizers I
Rigs
1x Energy Locus Coordinator II
1x Ionic Field Projector I
Drones
5x Bouncer I or II
Implants
Lancer Beta, Delta, and Epsilon, Powergrid +3%, Standard/Improved Frentix Booster

Doesn't have the power grid to fit double Locus rigs, but it will hit 200km optimal with good gunnery skills and Aurora or 150km with faction Microwave. As long as nothing locks you, you can pulse your cloaking device for the speed bonus and align in about 4 seconds with Black ops bs V and the inertial stab or 6 seconds with Black Ops bs IV. If you feel comfortable and are camping a gate with a gang or happen to be close range in this setup, switching to Amarr Navy Multifreq and dropping the t2 sentries will give you about a 50km optimal and put out up to 1k dps with 4k alpha from the guns. This is not a ship to fly solo or even move on its own. Always use a Force recon or cov ops alt to scout and preferably move by covert cyno. A good setup would be an alt in an Arazu for roaming and looking for targets. When you find something, tackle it and jump the redeemer in. You should definitely use a tanked version of the Arazu for this.