Brutix

One of the most ferocious war vessels to ever spring from Gallente starship design, the Brutix is a behemoth in every sense of the word. When this hard-hitting monster appears, the battlefield takes notice.
Battlecruiser Skill Bonus: 5% bonus to Medium Hybrid Turret damage and 7.5% bonus to Armor Repairer effectiveness per level
99% reduction in the CPU need of Warfare Link modules.
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Structure |
Structure Hitpoints 4,883 HP |
Max Velocity 145 m/sec |
Inertia Modifier 0.704 |
Mass 13,250,000 kg |
Volume 270000 m3 |
Capacity 400 m3 |
Fitting |
powergrid Output 1,150 MW |
Low Slots 5 |
Med Slots 4 |
High Slots 7 |
CPU Output 425 tf |
Launcher hardpoints 0 |
Turret hardpoints 7 |
Calibration 400 points |
Upgrade Hardpoints 3 |
Capacitor |
Recharge time 625 s |
Capacitor Capacity 2343.75 GJ |
Targeting |
Maximum Targeting Range 55 km |
Max Locked Targets 7 |
Magnetometric Sensor Strength 18 points |
Signature Radius 300 m |
Scan Resolution 200 mm |
Shield |
Shield Capacity 3906 HP |
Shield Em Damage Resistance 0 % |
Shield Explosive Damage Resistance 50 % |
Shield Kinetic Damage Resistance 40 % |
Shield Thermal Damage Resistance 20 % |
Shield recharge time 1400 s |
Armor |
Armor Hitpoints 4,395 HP |
Armor Em Damage Resistance 50 % |
Armor Explosive Damage Resistance 10 % |
Armor Kinetic Damage Resistance 35 % |
Armor Thermal Damage Resistance 35 % |
Drones |
Drone Capacity 50 m3 |
Drone Bandwidth 50 Mbit/sec |
Miscellaneous |
CPU Need Bonus -99 % |
Tech Level 1 |
Rig Size Medium |
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Required skills |
| Primary Skill required |
Gallente Cruiser III |
Spaceship Command III |
Gallente Frigate IV |
Spaceship Command I |
| Secondary Skill required |
Battlecruisers I |
Spaceship Command IV |
Material Requirements |
| Skill / Industry |
Industry 1 |
| Material / Mineral |
Tritanium 2,094,871 |
Pyerite 463,308 |
Mexallon 166,674 |
Nocxium 9,834 |
Zydrine 1,813 |
Megacyte 943 |
| Waste |
Waste Factor 10%
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Know Your Enemy by Azual Skoll, The Altruist
The brutix is a slightly more 'standard' battlecruiser than its tier 2 counterpart - it's a turret ship with a 7/4/5 slot layout and 7 bonused turrets. It also has a fairly generous drone bandwidth of 50m3 (and the same in bay), much like the thorax. On paper at least, this gives the brutix the highest damage output of any battlecruiser - 'on paper' being the key phrase. As a blaster ship (and it's almost always fit with blasters, rarely rails), the brutix operates at very close range - up to around 10km with ions and null. Unlike the thorax or deimos, it's also not particularly fast - in fact it's one of the slower battlecruisers. These two traits combine to mean that while the brutix's on paper dps is excellent, it often struggles to apply that dps in full.
Like the myrmidon, the brutix receives a 7.5% per level bonus to armour repair amount, making it ostensibly an active tanker. However, this seems to be used much less frequently than it is on its larger cousin. I attribute this difference to fewer mid slots (meaning less room for cap boosters) and fewer low slots (for tank mods), while also relying on cap-consuming weapons and generally having to run its MWD heavily to close range in the first place. While you do see active armour tanked brutixes, the majority seem to be either armour buffer or shield buffer - the latter is particularly popular since it allows the brutix to further increase its damage output and mitigates its low speed too, although the lack of a web on such fits generally makes them less effective for solo work given their short range. The brutix is fairly low on grid, so armour tankers will generally need to choose between higher calibre guns or a strong tank - if you see a brutix with a full rack of ions (or even more so, neutrons), they will probably be quite lightly tanked. In general, the brutix excels against larger targets and in smaller fights, where it can close range easily and remain there for a significant time dishing out its dps. Due to its short effective range, it tends to be much less suited to the type of 'run and gun' fights for which the hurricane and drake are so popular.
Fighting a brutix is relatively simple since it only really has one mode of engagement - hold range if you're able - the brutix's damage output will begin to drop off after only a few km, and outside around 6 or 7km they will be forced to switch to null. Outside 10km (and thus also outside web range), you should be able to evade their turrets entirely. In an AB-fit frig you're probably better off getting as close as possible (you should expect at least one web on armour fits but none on shield fits, and a scram on all of them). The brutix has no spare high slots, and a neut is very unlikely. You will still have to contend with drones, however many brutix pilots carry 5 mediums (which fills their bay), and these do relatively little dps to frigates. Since the brutix's drones don't get an hp bonus, you should be able to destroy them fairly easily if you need to.
Against an active tanked brutix, cap warfare will be your best friend. It can only fit one cap booster without losing its web (which most brutix pilots are loathe to do), and a dual rep brutix will not be cap stable with a single booster. Especially if you can get the brutix pilot to run their mwd to close range, you may find their repping power tails off (or against an inexperienced pilot, that they cap themselves out completely). Against both armour tank variants, explosive and kinetic damage are your best choices in that order (due to their relatively few low slots and desire to fit magstabs, an explosive hardener is quite rare). Against a shield tanked brutix, thermal and EM are preferable. In gang, brutixes typically make good primary targets if you expect they might be able to get into range of anything (they aren't necessarily any softer than other battlecruisers, but if they can get in range they are a fairly significant threat). If you're confident that the brutix won't be able to get into range of your gang, you may want to ignore them in favour of other targets.
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