---
esi_data:
  fitting_stats:
    cpu_output: 195
    high_slots: 3
    low_slots: 3
    med_slots: 4
    powergrid_output: 40
    rig_slots: 2
  group: Electronic Attack Ship
  hull_stats:
    hp_armor: 425
    hp_shield: 300
    hp_structure: 375
  name: Sentinel
  race: Unknown
  skill_requirements:
  - level: 5
    skill_id: 3331
  - level: 1
    skill_id: 28615
  type_id: 11190
  velocity: 340
faction: Amarr Empire
faction_group: Empire
image: /11190.png
last_updated: '2026-04-20T03:43:34.494045'
ship_class: Electronic Attack Ship
source: eve-university
source_stats:
  armorem: 50
  armorexp: 60
  armorhp: 425
  armorkin: 44
  armortherm: 35
  bandwidth: 20 Mbit/sec
  bonuses: <b>Amarr Frigate bonuses (per skill level):</b><br>20% bonus to Energy
    Vampire and Energy Neutralizer drain amount<br>7.5% bonus to Weapon Disruptor
    effectiveness<br><b>Electronic Attack Ships bonuses (per skill level):</b><br>80%
    bonus to Energy Nosferatu and Energy Neutralizer optimal range<br>40% bonus to
    Energy Nosferatu and Energy Neutralizer falloff range<br>5% reduction in ship
    capacitor recharge time<br>
  capacitor: 415 GJ
  cargohold: "165 m\xB3"
  class: Electronic Attack Ship
  cpu: 195
  dronebay: "60 m\xB3"
  externallinks: ''
  extrahold: ''
  extraholdtype: ''
  faction: Amarr Empire
  forumlinks: ''
  grouping: Electronic Attack Frigates
  highlights1: ''
  highlights2: ''
  highlights3: ''
  highlights4: ''
  highs: 3
  hulltype: Crucifier Class
  inertia: 4.25
  info: Electronic attack ships are mobile, resilient electronic warfare platforms.
    Although well suited to a variety of situations, they really come into their own
    in skirmish and fleet encounters, particularly against larger ships. For anyone
    wanting to decentralize their fleet's electronic countermeasure capabilities and
    make them immeasurably harder to counter, few things will serve better than a
    squadron or two of these little vessels.
  launchers: 0
  lows: 3
  mass: 1223200
  maxlockedtargets: 7
  maxvelocity: 340
  mediums: 4
  powergrid: 40
  quote: Reclaim that which I have given.
  quote_attribution: The Scriptures, Book of Reclaiming 22:13
  reqskills: '*{{RequiredSkill|Amarr Frigate|V}}

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

    * {{RequiredSkill|Electronic Attack Ships|I}}

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

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

    *** {{RequiredSkill|CPU Management|II}}'
  scanres: 575 mm
  sensortype: RADAR
  sensorvalue: 21 points
  shieldem: 0
  shieldexp: 75
  shieldhp: 300
  shieldkin: 55
  shieldtherm: 20
  shipid: 11190
  shipimg: Sentinel.jpg
  shipname: Sentinel
  sigradius: 41 m
  structurehp: 375
  targetrange: 64.00 km
  tech: 2
  totaltraintime: 23d 22h 40m 30s
  turrets: 2
  variations: '{{Ship|Crucifier}}, {{Ship|Crucifier Navy Issue}}'
  volume: 28100
  warpspeed: 5.0 AU/s
  warptime: 7.21 s
  wikireferences: ''
source_url: https://wiki.eveuniversity.org/Sentinel
tech_level: Tech 2
title: Sentinel
type_id: 11190
validation_score: 1.0
---

<img src="/11190.png" alt="Sentinel" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />

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

## Summary

</div>
The Sentinel is a highly mobile platform for capacitor warfare and weapon disruption, backed up by an unusually large drone bay for a frigate. Like its larger relatives the Curse and Pilgrim, the Sentinel has bonuses which increase the range and power of energy neutralizers and nosferatus. To support capacitor warfare, it also has a bonus to its capacitor recharge rate. It retains the bonus to weapon disruptor strength from its base hull, the Crucifier, but does not have the Crucifier's bonus to disruptor range.

The Sentinel sees little use in PvE combat. In PvP, it can be an effective solo hunter against small prey, able to immobilise a target and slowly chew it to pieces using its drones. Unlike the Curse and Pilgrim, it has no stealth capability, so opponents will see it coming. It is also a very effective small gang PvP ship, able to serve as a powerful force multiplier. For weapon disruption pure and simple, though, the Crucifier is a better choice, as it has bonuses to range as well as strength, and costs a fraction of the Sentinel's price.
<div style="display: flow-root;">

## Skills

</div>
As with any Tech 2 ship, the Sentinel deserves good general support skills and fitting skills. Capacitor support skills are especially important to support energy neutralizers. Since the Sentinel's DPS potential is low, it is worth having Tech 2 drones and good drone support skills to squeeze as much damage out of the ship as possible.

Electronic Attack Ships should be trained to level IV before undocking the ship. The bonuses attached to the EAS skill for the Sentinel are massive—e.g. 80% extra neutralizer range per level—and since this is consistent across some comparable ships too (such as the very useful Keres and Hyena), it can be worth training the skill to level V in the medium or long term.
<div style="display: flow-root;">

## Tactics

</div>
The Sentinel is typically fitted with capacitor warfare modules in the high slots, relying on drones for damage. The dronebay is huge for a frigate (60 m3), but this is balanced by only 20 Mbit/sec bandwidth. A typical loadout might use 2 flights of damage drones and 1 of ECM drones. With only 4 mid slots and 3 low slots, there are tough trade-offs to be made between tank, propulsion, tackle and weapon disruption. For solo or very-small gang PvP, the ship will also typically fit a warp disruptor. If a mid slot is set aside for a weapon disruptor, pilots must choose between tracking disruption and guidance disruption, and it can be worth bringing one of whichever module is not fitted in the cargo hold, in case there is a need and opportunity to refit.

In solo PvP, the Sentinel usually kites, trying to stay within disruptor range but outside of scrambler range. It begins fights slowly, as its neutralizers will take a little time to drain the target and as its DPS output is anaemic. Provided the Sentinel can survive until its target's capacitor is dry, it can usually achieve full range control. The solo Sentinel's engagement options focus on other small ships and on highly capacitor-dependent ships (ironically including many Amarr hulls); ships with numerous and/or bonused drones, with a capacitor booster, or with zero-capacitor weapons (projectile guns and missiles) will stand a much better chance of driving it off. It is hard for a Sentinel to lock down several enemies at once, and it cannot go all-in on an isolated target by overheating hull-mounted weapons, so groups will be a difficult problem even if they are split up.

In small gang PvP the Sentinel's job can be simpler: identifying threats on grid and shutting them down. It can kill off capacitor-dependent DPS, and it can also contribute to screening, because neutralizers can make opposing tacklers dead in the water, albeit not quite as instantly as a scram or web will.
## Notes## Patch history