The Sleipnir is the Minmatar attack command ship, bonused for projectiles and shield boosting.
At face value, the Sleipnir looks and acts like a Tech II Hurricane with two short-range but high-strength Shield or Skirmish Command Bursts; if fit for artillery, that's exactly how a Sleipnir works, aided by its twin attack damage bonuses which combine to give it the highest damage-per-shot of any medium turret ship.
However, the Sleipnir's bonuses to falloff range and shield boosters, and its superior Tech 2 Minmatar shield resists open an alternate fitting concept: an unbelievably durable autocannon brawler, running an X-Large Shield Booster to shrug off thousands of damage per second.
As a relatively large Tech 2 ship requiring a long skill train, the Sleipnir is a demanding hull that deserves excellent support skills and fitting skills. Pilots will want to be able to use Tech 2 modules throughout the fit, across the guns, tank, and utility slots (and in practice in some slots even higher meta level modules might be worth the investment).
Pilots should also be familiar and practised with the mechanics of Command Bursts.
No sub-article about Sleipnir roles or piloting tactics. You can write them here.
The Sleipnir is named after the eight-legged horse ridden by Odin, chief of the gods, in Norse mythology. In some accounts, Sleipnir was one of the children of Loki.
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