I got asked to do a fuller version of my previous post to help someone's write up of the game.
https://forums.dust514.com/default.aspx?g=posts&m=1732077#post1732077AmarrAmarrian faith in their own combat prowess is nearly equal to that of their Religion. They are considerably one of the more advanced races in Eve not by ingenuity but by age; as Amarr is one of the oldest and largest established living stellar nation in New Eden, and as they were first into space, they were first into the immortal soldier program. The nation is now lead by the mysteriously returned to life savior of the empire, Empress Jamyl; she now charges her nation on a path of reclamation, to bring the cluster under one light, one flag, and one god or die
The Empire's commitment to spreading the faith means to invest into technologies that relentlessly work when all else fails. Armor plating systems best appropriate their defensive methods and it is well expressed in both theaters of war as Amarrian ships have some of the thickest and toughest armor systems to be found anywhere in New Eden.
Those armed in name of the faith also believe in bringing the wrath of their god by burning the heathens with holy light and that their god will reward eternal vigilance. Laser weaponry is excessively powerful but suffers drawbacks of large energy consumption and heat generation. With a power system able to feed the preferred weapons of war, Amarr are in no shortage of energy or reactor efficiency leading to better suit performance and large amounts of ammunition reserves.
There are deviants within the empire who shy away from laser weapons; the Khanid Kingdom, whom sanitize entire areas with oversaturation of bombarding of unguided munitions letting their faith ensure the weapons destruction of their enemies though their presence has not been felt yet on the battleground but it is expected to make an appearance as ground warfare advanced further with immortal soldier technologies.
Let it also be known that the Amarr are fervent to remove the will to fight from their enemies show them the follies of their ways. Amarr are notorious for sapping the energy and will to fight from hostile forces through the use of energy vampires and energy cancellation technology that can completely shut and entire starship down. Ensuring the faithless are unable to escape judgement . While battlespace exercises this technology often the battleground front has yet to catch up or utilize
Amarr are allied with Caldari State; and the technological benefits are seen on the field though the use of the wormhole anchoring Drop Uplink. Allowing Amarrian soldiers to get closer to the field quicker
Amarr's greatest enemy of choice is the barbaric Minmatar that has escaped their grasps of their conversion to their faith. Amarrian choice in weaponry however continues to prove effective against the agile Republic forces shredding shields and thin armors as if they were paper with unnerving accuracy that no ship nor soldier can outrun.
In review, the Amarr are slow, relentless, resilient, deadly, and at times nearly unstoppable. Thier stoic stance is unnerving to most opponents that get crushed by the sheer weight of the empire.
Battleground Advantages
+Most Armor
+Great Stamina and Endurance
+High Accuracy and Deadly Laser weaponry that feature great damage per ammo consumption rates
+Superior Defensive Tactics
+Slow and Relentless Aggressive Tactics
Battleground Disadvantages
-The lack of speed is often a major disadvantage in open field combat and make it harder for the Amarr forces to respond to rapid moving threats and chaotic battlefields where the lines get blurred quickly
-Long down times, as armor is damage the Amarr ability to recoup is far slower than most other races
-Weapons are not only notorious for overheating and seizing up; but killing their operators if not careful to manage excessive heat and the damage it can cause.