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.
At a glance, the crusader is very similar to the claw - both have a 4/2/4 slot layout and identical fitting, although the crusader receives 4 single-bonus turrets rather than the claw's 3 double-bonus. This gives the crusader a clear edge in damage, although it also leaves it without the same degree of cap control (a potential problem for an amarr laser boat) and tighter on powergrid after fitting a 4th gun. The crusader handily makes up for this by having both a significantly larger base capacitor (albeight with the same recharge rate) and almost twice the base armor hp of the claw.
So where does this leave us? Most of the comments I made about the claw remain true here, with a few minor differences. Firstly, crusaders tend to be more fragile since plates are difficult to fit, with 'sader pilots usually opting for pure resist-based or active tanks instead. While they are marginally slower before fitting, this also makes them a faster ship than the claw in practice. Also, the impressive range of pulses with scorch (combined with the crusader's tracking bonus) means that the crusader can easily apply its full damage anywhere within web range - thus while you may still be able to dictate range against it, it may not help you much! This also makes kiting crusaders quite popular, although they are overshadowed in this role by the slicer (which we'll discuss later).
The crusader is very dangerous in short-duration fights due to its high dps output, and it excels at taking down soft targets like tackle interceptors. However, without a nos the crusader has no way of replenishing cap. While it will be cap stable with guns, propulsion and tackle, an active tanked crusader will not be able to run its repper for long. It also has no defense against neuts - once capped out it will generally stay capped out, making it quite vulnerable to cruisers and battlecruisers with medium neuts.
The crusader's armor resists are all fairly even, although kinetic and thermal are marginally lower.
Amarr Frigate Skill Bonuses (Per Skill Level):
Interceptors Skill Bonuses (Per Skill Level):
Role Bonus:
[Crusader, Insta-align] Heat Sink II Damage Control II Co-Processor I Inertia Stabilizers II Limited 1MN Microwarpdrive I Faint Epsilon Warp Scrambler I Small Focused Pulse Laser II, Imperial Navy Multifrequency S Small Focused Pulse Laser II, Imperial Navy Multifrequency S Small Focused Pulse Laser II, Imperial Navy Multifrequency S Small Focused Pulse Laser II, Imperial Navy Multifrequency S Small Low Friction Nozzle Joints II Small Low Friction Nozzle Joints II
This fit is probably terrible and shouldn't be used by anyone, but there wasn't anything else here and this should be fast enough to run gate camps with.
[Crusader, Combatceptor Pulse] Small Focused Pulse Laser II Small Focused Pulse Laser II Small Focused Pulse Laser II Small Focused Pulse Laser II Warp Scrambler II 5MN Cold-Gas Enduring Microwarpdrive Small Ancillary Armor Repairer Overdrive Injector System II Nanofiber Internal Structure II Damage Control II Small Energy Collision Accelerator II Small Ancillary Current Router I Scorch S x4 Conflagration S x4 Imperial Navy Standard S x4 Nanite Repair Paste x24
Can replace Warp Scrambler II with Warp Disruptor II but will need to meta down the Microwarpdrive to Compact for fitting room.