---
esi_data:
  fitting_stats:
    cpu_output: 350
    high_slots: 5
    low_slots: 5
    med_slots: 4
    powergrid_output: 860
    rig_slots: 3
  group: Cruiser
  hull_stats:
    hp_armor: 1800
    hp_shield: 1500
    hp_structure: 1500
  name: Rupture
  race: Unknown
  skill_requirements:
  - level: 1
    skill_id: 3333
  type_id: 629
  velocity: 210
faction: Minmatar Republic
faction_group: Empire
image: /629.png
last_updated: '2026-04-20T03:42:31.289950'
ship_class: Cruiser
source: eve-university
source_stats:
  armorem: 60
  armorexp: 10
  armorhp: 1800
  armorkin: 25
  armortherm: 35
  bandwidth: 40 Mbit/sec
  bonuses: '<b>Minmatar Cruiser bonuses (per skill level):</b><br>

    10% bonus to Medium Projectile Turret damage<br>

    7.5% bonus to Medium Projectile Turret tracking speed'
  capacitor: 1,275 GJ
  cargohold: "450 m\xB3"
  class: Cruiser
  cpu: 350
  dronebay: "40 m\xB3"
  externallinks: ''
  extrahold: ''
  extraholdtype: ''
  faction: Minmatar Republic
  grouping: Standard Cruisers
  highlights1: ''
  highlights2: ''
  highlights3: ''
  highlights4: ''
  highs: 5
  hulltype: Rupture Class
  inertia: 0.5
  info: The Rupture is slow for a Minmatar ship, but it more than makes up for it
    in power. The Rupture has superior firepower and is used by the Minmatar Republic
    both to defend space stations and other stationary objects and as part of massive
    attack formations.
  launchers: 1
  lows: 5
  mass: 12200000
  maxlockedtargets: 6
  maxvelocity: 210
  mediums: 4
  powergrid: 860
  quote: Fancy tricks are rarely more effective than direct force.
  quote_attribution: Admiral Kasorta Fogneko
  reqskills: '* {{RequiredSkill|Minmatar Cruiser|I}}

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

    ** {{RequiredSkill|Minmatar Destroyer|III}}

    *** {{RequiredSkill|Minmatar Frigate|III}}

    **** {{RequiredSkill|Spaceship Command|I}}'
  scanres: 290 mm
  sensortype: LADAR
  sensorvalue: 15 points
  shieldem: 0
  shieldexp: 50
  shieldhp: 1500
  shieldkin: 40
  shieldtherm: 20
  shipid: 629
  shipimg: Rupture.jpg
  shipname: Rupture
  sigradius: 125 m
  structurehp: 1500
  targetrange: 50 km
  tech: ''
  totaltraintime: 19h 15m 30s
  turrets: 4
  variations: '{{Ship|Broadsword}},{{Ship|Muninn}}'
  volume: 96000
  warpspeed: 4 AU/s
  warptime: 8.46 s
  wikireferences: ''
source_url: https://wiki.eveuniversity.org/Rupture
tech_level: Tech 1
title: Rupture
type_id: 629
validation_score: 1.0
---

<img src="/629.png" alt="Rupture" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />

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

## Summary

</div>
Resembling a cross between a brick and a rusty nailgun, the Rupture is the Minmatar Republic's heavy combat cruiser, and a popular ship for both mission running and PvP despite being quite sluggish for a Minmatar design.
<div style="display: flow-root;">

## Skills

</div>
As a Tech 1 cruiser and one of the first steps that new players take out of small ships into medium-sized hulls, the Rupture is relatively forgiving, and can perform adequately in undemanding roles with limited character skills. Players can get much more out of the Rupture with better skills, however. Some basic skills to focus on in the short term for new pilots are:

 Minmatar Cruiser to IV: with two DPS bonuses, the Rupture's damage potential jumps dramatically with each level of this skill
 Gunnery support skills to help turrets deal more damage at longer ranges, and track targets more accurately. Sharpshooter is less important for autocannon but still helps artillery. Controlled Bursts is not relevant to projectile turrets, as they don't use capacitor to fire.
 Fitting skills: squeezing everything onto a ship becomes more challenging as players move up to cruisers and unlock more advanced modules.
 In the Minmatar ship line, the step up to cruisers is the point at which pilots begin to have large enough drone bays to field a full flight of drones. This makes training Drones to V an early priority, together with at least basic levels in drone support skills. Drones V is a relatively long train for a new character, but will be useful in many ships.

In the longer term, the Rupture, like many ships, will benefit from the skills necessary to fit Tech 2 tanking modules, and the skills necessary to fit Tech 2 autocannon and Tech 2 artillery pieces, unlocking Tech 2 ammo for more tactical flexibility.
<div style="display: flow-root;">

## Tactics

</div>
PvE

In Level 2 missions, the Rupture can mount a good active armour tank or regenerating passive shield tank and use artillery and drones to destroy rats at long range. The Rupture can launch a full flight of five light drones with space for a few spares, or a mixed-size flight of mediums and lights, which will be a new feature for pilots stepping up from PvE in Minmatar destroyers.

PvP

The Rupture is also a reliable PvP ship. A simple and viable approach is to fit a buffer armour tank and autocannon, and provide extra DPS and some sticky secondary tackle in fleet situations. Armour-tanked autocannon Ruptures also synergize well with armour logistics support, and crop up frequently as one option in "brawling" doctrines.

A buffer shield tank produces a faster, more tactically-flexible ship with space for speed- and damage-boosting modules in its low slots. A shield-tanked Rupture has strong DPS and a bit more ability to choose its fights. On the other hand, the ship has fewer mid slots, and so a shield tank usually means fewer effective hitpoints than an armour tank, and requires compromises on other utility modules. The Stabber, with its falloff range bonus and higher base speed, is the archetypal Tech 1 Minmatar kiting cruiser.
<div style="display: flow-root;">

## Notes

</div>
In the Retribution patch, the Rupture lost one launcher/utility hardpoint and gained a mid slot.
## Patch History