Revelation burrows through the material world, devours creation's soil, digests the thoughtless void, and produces significance with God's grace. From emptiness comes meaning, essence from existence, soul from matter. Is God through the wormhole? Did God grant us this boon, this new technology, a revelation from on high? These weapons are God's new prophecy, domain, and blessing. Let us use God's grace and prepare New Eden. We are God's soldiers, weapons, glory. Our people are God's army. Together, we are the legion.
The Legion is the Amarr Strategic Cruiser. The legion is very popular in incursions for its ability to do outstanding damage at well over 20km when fit with pulse lasers with scorch ammo. Like other Tech 3 Strategic Cruisers, it is also popular in wormholes because of its Battleship level tank and high damage in a cruiser sized package. Similar to other Amarr ships, it doesn't have the highest DPS, but its projection is higher than that of similar ships. For example, when compared to the Proteus, it does less damage, but it has nearly triple the optimal with short range ammo. Neuting Legion is also quite popular thanks to neuting subsystem and large Amarr cap.
To fly a Legion (or any other Tech 3 Cruiser for that matter), you will want a strong set of core skills (Power Grid Management 5, CPU Management 5, Weapon Upgrades 5, Gunnery 5, etc). Some of these skills are already included in the prerequisites, but there are some skills that are not technically required to fly it that are HIGHLY recommended before flying. Among these are :
• bonus to all Amarr Defensive Systems effectiveness
• bonus to all Amarr Electronic Systems effectiveness
• bonus to all Amarr Offensive Systems effectiveness
• bonus to all Amarr Propulsion Systems effectiveness
• bonus to all Amarr Engineering Systems effectiveness
5% reduction in module heat damage amount taken
[Legion, DPS] Heat Sink II 1600mm Rolled Tungsten Compact Plates Damage Control II Kinetic Armor Hardener II EM Armor Hardener II Armor Thermic Hardener II 10MN Afterburner II Small Capacitor Booster II Phased Muon Sensor Disruptor I Phased Muon Sensor Disruptor I Heavy Beam Laser II, Aurora M Heavy Beam Laser II, Aurora M Heavy Beam Laser II, Aurora M Heavy Beam Laser II, Aurora M Heavy Beam Laser II, Aurora M Heavy Beam Laser II, Aurora M Medium Trimark Armor Pump II Medium Trimark Armor Pump II Medium Trimark Armor Pump II Legion Defensive - Augmented Plating Legion Electronics - Dissolution Sequencer Legion Engineering - Power Core Multiplier Legion Offensive - Liquid Crystal Magnifiers Legion Propulsion - Fuel Catalyst
Inherent Implants 'Squire' Power Grid Management EG-601 A 1% is required with all Vs, a 2% implant (EG-602) required if you have Engineering IV or AWU IV. If you have both at IV, fly something else, or invest in a 6% implant (no, don't do that).
Tracking disruptor can be changed at FC discretion If upgrading plate, Syndicate Plate should be used though no bonus to SRP
Faction Multifrequency M Faction Ultraviolet M Aurora M Gleam M
[Legion, Test Legion Mk2] Energized Adaptive Nano Membrane II Damage Control II Heat Sink II Imperial Navy 1600mm Steel Plates Imperial Navy Energized Adaptive Nano Membrane Armor Thermic Hardener II 10MN Afterburner II Phased Muon Sensor Disruptor I, Scan Resolution Dampening Script Phased Muon Sensor Disruptor I, Scan Resolution Dampening Script Small Capacitor Booster II, Navy Cap Booster 400 Heavy Beam Laser II, Imperial Navy Multifrequency M Heavy Beam Laser II, Imperial Navy Multifrequency M Heavy Beam Laser II, Imperial Navy Multifrequency M Heavy Beam Laser II, Imperial Navy Multifrequency M Heavy Beam Laser II, Imperial Navy Multifrequency M Heavy Beam Laser II, Imperial Navy Multifrequency M Medium Ancillary Current Router I Medium Trimark Armor Pump II Medium Trimark Armor Pump II Legion Defensive - Augmented Plating Legion Electronics - Dissolution Sequencer Legion Engineering - Power Core Multiplier Legion Offensive - Liquid Crystal Magnifiers Legion Propulsion - Fuel Catalyst
Ewar midslots can be swapped at the FC's discretion.
Faction Multifrequency M Faction Ultraviolet M Aurora M Gleam M
Make sure to mix in a handful of long point fit proteii with the rest. Otherwise nerds might run away from all that swag.
*tips for T3s
You are in a 700m isk ship, that requires lots of skills, you are at the point to where the FC isn't going to babysit you.
Know your ammo types and ranges, ex: don't be using antimatter at 90k. While shit talking on comms on the way to system, switch your ammo around so you know what type does what. If you have tracking enhancers etc switch those on and off and figure out some neat combinations that may let you use hard hitting ammo at normally out of range ranges.
Know when to turn off/on propmods - Mainly for aligning, example: if you are in a bubble, 99% of the time your secondary goal is getting out of the bubble, so thats a good time to turn it on. Another would be when aligning to disengage, turn it off (if not in a bubble etc) so you enter warp quicker.
Know drug types, Drop increases your tracking, sweet, now you can wreck face harder. X-Instinct lets you not have your face wrecked, sweet. Make sure to take these AT THE CORRECT TIMES. Don't pop them on the undock so the effects wear off and you look like a moron. Save X-Ins until you are starting to get shot at, and save drop til you are doing the shooting. The higher your drug skills the better chance of not having a side effect, so save strong boosters until you have the proper skills. Standard is a good start, and improved is a bit better.
Have your need armor broadcast set to a keybind. If you are still click the button in the fleet window you are doing it wrong. Know when to broadcast as well. Don't yell on mumble that your dying unless you are important. Suffer in silence. Simply - (ship) in fleet chat. - When being primared you should know to overheat hardeners and break align if needed, if you are burning at tengus for example, you'll want to turn and burn at a 90 degree angle away to maximize your traversal.
With all my ships, i carry extra hardeners in the cargo, if you happen to be next to a carrier or something to refit off of, when you get shot, its a good tactic to refit to full tank. If you know what you're fighting beforehand, you can also gimmick tank to their type - ask the FC before doing this though.
Bring repair paste for between fights, or dock if possible. Around 300 is a healthy amount.