---
esi_data:
  fitting_stats:
    cpu_output: 370
    high_slots: 4
    low_slots: 5
    med_slots: 4
    powergrid_output: 1050
    rig_slots: 2
  group: Logistics
  hull_stats:
    hp_armor: 1758
    hp_shield: 1280
    hp_structure: 2285
  name: Oneiros
  race: Unknown
  skill_requirements:
  - level: 5
    skill_id: 3332
  - level: 1
    skill_id: 12096
  type_id: 11989
  velocity: 245
faction: Gallente Federation
faction_group: Empire
image: /11989.png
last_updated: '2026-04-20T03:36:49.752610'
ship_class: Logistics Cruiser
source: eve-university
source_stats:
  armorem: 50
  armorexp: 10
  armorhp: 1758
  armorkin: 83.75
  armortherm: 67.5
  bandwidth: 50 Mbit/sec
  bonuses: '<b>Gallente Cruiser bonuses (per skill level):</b><br>

    5% bonus to Remote Tracking Computer falloff<br>

    20% bonus to Logistic Drone transfer amount<br>

    60% bonus to Remote Armor Repairer optimal range and falloff<br>

    <b>Logistics bonuses (per skill level):</b><br>

    15% reduction in Remote Armor Repairer activation cost<br>

    10% bonus to Remote Tracking Computer effectiveness<br>

    15% reduction in Armor Plate Mass Penalty<br>

    <b>Role Bonus:</b><br>

    65% reduction in Remote Armor Repairer powergrid requirement'
  capacitor: 1,925 GJ
  cargohold: "600 m\xB3"
  class: Logistics Cruiser
  cpu: 370
  dronebay: "50 m\xB3"
  externallinks: ''
  extrahold: ''
  extraholdtype: ''
  faction: Gallente Federation
  grouping: Logistics Cruisers
  highlights1: ''
  highlights2: ''
  highlights3: ''
  highlights4: ''
  highs: 4
  hulltype: Exequror Class
  inertia: 0.56
  info: 'Designed specifically as an armor augmenter, the Oneiros provides added defensive
    muscle to fighters on the front lines.  Additionally, its own formidable defenses
    make it a tough nut to crack.  Breaking through a formation supported by an Oneiros
    is no mean feat.


    Deciding that added defensive capabilities would serve to strengthen the overall
    effectiveness of Gallente ships, who traditionally have favored pure firepower
    over other aspects, Roden Shipyards came up with the Oneiros.  Intrigued, Gallente
    Navy officials are reportedly considering incorporating this powerful defender
    into their fleet formations.<br><br>'
  launchers: 0
  lows: 5
  mass: 13160000
  maxlockedtargets: 10
  maxvelocity: 245
  mediums: 4
  powergrid: 1050
  quote: Choose to work together, and you choose victory.
  quote_attribution: President Jacus Roden
  reqskills: '* {{RequiredSkill|Gallente Cruiser|V}}

    ** {{RequiredSkill|Spaceship Command|II}}

    ** {{RequiredSkill|Gallente Destroyer|III}}

    *** {{RequiredSkill|Gallente Frigate|III}}

    **** {{RequiredSkill|Spaceship Command|I}}

    * {{RequiredSkill|Logistics Cruisers|I}}

    ** {{RequiredSkill|Spaceship Command|III}}

    ** {{RequiredSkill|Signature Analysis|V}}

    *** {{RequiredSkill|CPU Management|I}}

    ** {{RequiredSkill|Long Range Targeting|V}}

    *** {{RequiredSkill|CPU Management|II}}'
  scanres: 365 mm
  sensortype: Magnetometric
  sensorvalue: 20 points
  shieldem: 0
  shieldexp: 50
  shieldhp: 1280
  shieldkin: 85
  shieldtherm: 60
  shipid: 11989
  shipimg: Oneiros.jpg
  shipname: Oneiros
  sigradius: 65 m
  structurehp: 2285
  targetrange: 70 km
  tech: 2
  totaltraintime: 48d 9h 37m 10s
  turrets: 2
  variations: '{{Ship|Exequror}}, {{Ship|Exequror Navy Issue}}'
  volume: 113000
  warpspeed: 4.0 AU/s
  warptime: 10.22 s
  wikireferences: ''
source_url: https://wiki.eveuniversity.org/Oneiros
tech_level: Tech 2
title: Oneiros
type_id: 11989
validation_score: 1.0
---

<img src="/11989.png" alt="Oneiros" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />

<div style="display: flow-root;">

## Summary

</div>
The Oneiros was previously considered by far the weakest of the logistic boats because of a lack of low slots and low power grid that severely restricted its tank, however that changed with a rebalance in late 2011. In contrast to the Guardian, the Oneiros does not cap transfer with other logistics ships and is fit to cover its own capacitor needs. This makes an Oneiros more vulnerable to neuting than a Guardian and have more exacting skill requirements to fit for cap stability. To make up for this the Oneiros is quite a bit faster than the Guardian and has an expanded drone bay.
<div style="display: flow-root;">

## Skills

</div>
As with any T2 cruiser hull, the Oneiros is skill intensive and is not recommended for low skill pilots.

The ship description itself gives an excellent starting point:
 Core Competency - Standard [Certificate]
 Armor Tanking - Standard [Certificate]
 Logistics Chief - Standard [Certificate]

It is highly recommended that you acquire a few more skill sets before committing a 150 million-ISK ship into a combat situation:
 Logistics Cruisers IV – The heavy capacitor use of remote repair modules are difficult to overcome without this
 Core Capacitor Elite [Certificate] – Capacitor skills are critical to logi pilots
 High Velocity Helmsman Standard [Certificate] – Allows for the use of Afterburners and ensures good align times

Additional Tanking / Fitting skills:
 CPU Management V - To maximize available CPU
 Power Grid Management V - To maximize available powergrid
 Hull Upgrades V – To Fit T2 armor tank modules
 Armor Compensation skills to IV: EM, Thermal, Kinetic and Explosive
 Jury Rigging III – To fit Cap Control Rigs and Ancillary Current Routers
 Armor Rigging III – To fit Armor Rigs and diminish their speed drawbacks

Utility Skills:
 Electronic Warfare IV – To Fit T2 ECCM modules
 Sensor Linking IV – To fit Tracking Links (uncommon fits)
 Drones V – To enable a full flight of five drones
 Advanced Drone Avionics II – To use ECCM Drones
 Repair Drone Operation IV or V – To field T1 or T2 repair Drones
<div style="display: flow-root;">

## Fitting Theory:

</div>
The following is aimed at helping logistics cruisers level IV pilots get up and running and avoid common mistakes. Fitting a ship using logistics cruisers V is a very different animal since you no longer have to bend over backwards to solve cap issues. By the time you reach Logistics Cruisers Level V you should have a good idea about what works or understand which fits from battle clinic are solid fits, and which ones are EFT theory crafting.

The Onerios simply doesn't have a set universal fitting like its cousin the dual Guardian setup. When putting kit on your ship you need to figure out what exactly you're going to be doing with the ship. Also ask yourself: Should I bring this, or another Damage Ship? Would ECM be a stronger choice to mitigate damage? A good rule of thumb is that if your hull is the most expensive ship in the fleet composition, go home and get another boat.

 Large Fleet Support:  You're not a Guardian. Don't try to be a Guardian. However, you have to match a Guardian on the range it sports with their large armor reppers. That means you have to fit large armor reppers as well. No way to get around that. FC's like to park battleships or heavy interdictors out at range from the core of the fleet. The 'anchor' may be positioning fleet logi in range at 60 km and you have to be able to apply reps to those ships the same as a Guardian. If you know you're going to be in a close quarters fleet, try to fit 1 large and 3 medium reppers if your powergrid will allow.

 800mm Vs 1600mm plate: There is a debate here whether you want to fit an 800mm plate to squeeze a 4th Large Remote Rep into that last high slot. This is not recommended unless you have logistics V. It increases the likely hood that you will be alpha'd (Instantly killed by a coordinated attack) and Oneiros logistics IV pilots have no hope of running that 4th repper for more than 20 seconds before going cap dead, requiring them to break a Guardian cap chain to get back in the action.

 Fit a propulsion module and keep moving:  The Oneiros has a relatively small signature radius and strong resistances. Because of that, as long as the boat is moving it is taking less damage from all forms of damage. Some players will forgo their prop module in favor of an additional cap recharger or to save on PG to fit that last large repper. That is a good way to be killed very quickly, making all four of your repair modules inactive. You're not a Guardian, you can't fit your boat that way.

 Remote Repair Augmentors VS Cap Control Circuits:  A lot of newer players try to use remote repair - cap reduction rigs on their logistics. This is a valid strategy for battleships not logistics pilots. It is mathematically easier to get a logistics ship cap stable using cap rigs, cap rechargers, cap batteries or cap boosters. Remote Repair Augmentors also slow your ship down, hurting your speed / signature tank, while doing nothing to improve your defensive capabilities.

 Cap Batteries VS Cap Boosters:  Cap Batteries and Cap Boosters on the other hand is a difference of play-style. Cap Batteries are great for increasing overall cap, which can easily push a logi cruiser into cap stability with all reppers going. This is for when you are expecting prolonged and continual fleet operations and you may or may not be able to refill on those space hogging cap booster 800's. Cap Boosters on the other hand are great to load up if you are expecting to be neuted, or you are trying to run a large remote armor rep fit. As a logi IV pilot it is one of the very few ways to keep all four of those LAR's running and still keep some defensive modules in your lows to stay alive. The big drawback to a fit utilizing Cap Boosters is that once you are out, you are done repping.
<div style="display: flow-root;">

## Tactics

</div>
The tactics you use will depend on the fit and the fleet composition that you are flying in.
 Large Fleets (30-255 pilots):  If you are in a large fleet using an Oneiros, you are there as a supplemental pilot to the Guardians. Ensure that you are NOT part of the cap transfer chains those pilots will be setting up, you don’t need it as much as they do. Remember to add two other logi pilots and the fleet commander to your watch list and have your broadcast window open so you know who to start repping when the fight starts. FC’s will have their logis stay with the fleet at all times, so pay attention to warp and jump orders. Most fleet commanders in this situation will tell you to ‘anchor’ down on someone at a set distance. This means whenever you are on grid with that person you orbit them at the specified distance. The anchor will ensure that all the logistics pilots are in the right place to rep the fleet, you just concentrate on keeping everyone alive.

 Micro Fleets (5-30 pilots):  You have a lot to juggle with this. If your fleet is small enough, add everyone to your watch list and lock up everyone when you are on grid, whether or not you are in combat. If anyone automatically locks you back, have them shut off their auto targeting option to prevent a blue on blue misshap. Your Squad leader will either have you stay on grid with the group, or in an ambush situation, you will be the last person to warp in. Warp to your fleet at 30-40km. You need range from your targets to keep you safe. Put your ECM drones on the highest DPS target out there and do your best to stay out of web range. It takes a lot of courage to fly in a small gang as a solo Oneiros pilot as you will be primaried in every engagement by the enemy fleet and EWAR. If done correctly you can allow your squad to take on fleets larger / more powerful than what your squad composition would suggest.

 PvE:  This is a lot easier than the PvP situations. Your biggest threat in PvE are NPC’s that web and scramble you. Use your broadcast target command to flag any ship that has a web or scram and have your fleet take those out asap. Keep your ship moving. Your small signature radius and high resistances allow you to tank most level IV’s solo if you fly correctly. Make sure your squad mates are all on your watch list and keep them in range. Know your agro spawns and if you do start taking damage, tell your fleet over com’s and warp away. Take a minute to rep up then re-join the fight.
<div style="display: flow-root;">

## Notes

</div>
In ancient Greek mythology, Oneiros was a deity personifying and/or controlling dreams; his name was also the classical Greek word for "dream".
## Patch history