Skill plans Amarr Empire
AIR Amarr Enforcer
6d 2h of training from scratch, 263,149 SP across 29 Skills. Every level can be trained as Alpha.
Milestones
Plan in CCP’s order: 69 steps
Spaceship Command I Mechanics I Navigation I Power Grid Management I Science I Gunnery I Afterburner I Small Energy Turret I Amarr Frigate I Power Grid Management II Gunnery II Weapon Upgrades I Energy Grid Upgrades I Repair Systems I Amarr Frigate II Energy Grid Upgrades II Amarr Frigate III Energy Grid Upgrades III Science II Science III Cybernetics I CPU Management I Target Management I Signature Analysis I Warp Drive Operation I Capacitor Systems Operation I Hull Upgrades I CPU Management II Navigation II Mechanics II Spaceship Command II Repair Systems II Small Energy Turret II Target Management II Capacitor Systems Operation II Motion Prediction I Rapid Firing I Controlled Bursts I Sharpshooter I Long Range Targeting I Evasive Maneuvering I Hull Upgrades II Electronics Upgrades I Motion Prediction II Rapid Firing II Controlled Bursts II Sharpshooter II Weapon Upgrades II Gunnery III Navigation III Power Grid Management III Mechanics III CPU Management III Small Energy Turret III Target Management III Capacitor Systems Operation III Capacitor Management I Hull Upgrades III Motion Prediction III Rapid Firing III Controlled Bursts III Sharpshooter III Weapon Upgrades III Gunnery IV Surgical Strike I Trajectory Analysis I Surgical Strike II Trajectory Analysis II Repair Systems III
In the client: skill queue, “Add skills listed in clipboard”.
Description
Completion of this AIR skill plan gives a basic grounding in skills useful to the Amarr capsuleer embarking on a career as an Enforcer. Further development in skills suitable for bounty-hunting and mission-running in New Eden can be achieved by training the certified skill plans for Enforcers.
Punisher: AIR Amarr Enforcer is the suggested starting ship for this career.