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Unlike other marauders, the Paladin receives a racial skill bonus to capacitor capacity, making it very resistant to neuting.It is also the only marauder to have its damage bonus tied to the Marauders skill, rather than the racial battleship skill, which makes the Paladin's performance much more reliant on the Marauders skill than the other ships in this class.But unfortunately the realm I made him on had 2 very similar sounding hordie names; Aldaris and Aledaris.I can't tell you how many times I get "/w Hey you don't have a shaman named Aldaris by any chance? Refer to your best judgement or the FC instructions on jamming targets.
While being thick-skinned, hard-hitting monsters on their own, they are also able to use Bastion technology.
Possessing sturdy armor and advanced weapon systems, they provide a nice mix of offense and defense.
Amarr Battleship bonuses (per skill level):5% bonus to ship capacitor capacity7.5% bonus to Large Energy Turret optimal range Marauders bonuses (per skill level):7.5% bonus to Armor Repairer amount5% bonus to Large Energy Turret damage Role Bonus:100% bonus to Large Energy Turret damage100% bonus to Tractor Beams range and velocity70% reduction in Micro Jump Drive reactivation delay• Can fit Bastion modules Base Time to Warp is essentially the time needed for this ship to align and accelerate until it reaches 75% of its top speed and goes to warp.
In extreme cases, it may be difficult even to hit a cruiser orbiting at 40km.
Thankfully, the Paladin's bonus to capacitor recharge allows it to equip fewer capacitor modules, which in turn allows it to equip one or more Tracking Computers to offset the Scorch crystals' tracking penalty.