====== Caracal======
===== Overview =====
==== Required Skills ====
* Caldari Cruiser I
* Caldari Destroyer III
* Caldari Frigate III
* Spaceship Command I
* Spaceship Command II
==== Ship Description ====
The Caracal is a powerful vessel that specializes in missile deployment. It has excellent shield defenses, but poor armor plating. Its missile arsenal, when fully stocked, is capable of making mincemeat of almost anyone.
==== Caldari Cruiser Bonus ====
5% bonus to Rapid Light Missile, Heavy Missile and Heavy Assault Missile Launcher rate of fire
10% bonus to Light Missile, Heavy Missile and Heavy Assault Missile max velocity
===== Fittings =====
[Caracal, T3ST Caracal MWD HML v2 Caracal]
Damage Control II
Ballistic Control System II
Ballistic Control System II
Signal Amplifier II
50MN Cold-Gas Enduring Microwarpdrive
Large Shield Extender II
Multispectrum Shield Hardener II
EM Shield Amplifier II
Small Capacitor Booster II
Heavy Missile Launcher II
Heavy Missile Launcher II
Heavy Missile Launcher II
Heavy Missile Launcher II
Heavy Missile Launcher II
Medium Core Defense Field Extender I
Medium Core Defense Field Extender I
Medium Core Defense Field Extender I
[Caracal, T3ST Caracal MWD RLM Caracal]
Damage Control II
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II
50MN Cold-Gas Enduring Microwarpdrive
Large Shield Extender II
Large Shield Extender II
Multispectrum Shield Hardener II
EM Shield Amplifier II
Rapid Light Missile Launcher II
Rapid Light Missile Launcher II
Rapid Light Missile Launcher II
Rapid Light Missile Launcher II
Rapid Light Missile Launcher II
Medium Hydraulic Bay Thrusters I
Medium Core Defense Field Extender I
Medium Core Defense Field Extender I
==== PvP ====
How to Fly
When piloting your Caracal there are a number of things that you should do to ensure you keep up with the main bulk of the fleet so you are not isolated and are as coordinated as possible to ensure that the doctrine functions effectively:
* Know your anchor. Normally the fleet has an anchor and various backup anchors. FCs will likely include each name in the Fleet's Message of the Day, but be sure to identify all anchors and add them to your watchlist before undocking.
* Follow/listen to your anchor. Your anchor is the glue that holds the fleet together but he is dependent on you, the people who anchor on him. Listen carefully to specific anchoring instructions, as they could change between approaching, narrowly orbiting or widely orbiting.
* Broadcasting when primaried. When fighting any ship type*, the enemy fleet will lock you up, giving you a yellow box from every ship. It is important to take this time to broadcast for armor. Do NOT wait until you are red boxed. This gives the Logistics the best possible chance to keep you up.
* Drone assign fleets using triggers will only show a few yellow boxers - if the FC is able to identify the enemy trigger, be sure to keep an eye out for that pilot yellow boxing you.
* Use your damps. The remote sensor dampener is a powerful ewar module that reduces the maximum lock range and/or increases the locking time of enemy ships. By applying a dampener to enemy logistics you are potentially removing a T2 logistics cruiser from the fight. Dampening high value ewar ships (long range webs/points) makes your fleet much more survivable. In some situations dampening primary DPS can also be desirable. Regardless of the type of ship you are damping, make sure to spread your damps on targets close to your name. This ensures that we get a fairly even distribution of damps with the simplest possible system.