---
esi_data:
  fitting_stats:
    cpu_output: 420
    high_slots: 8
    low_slots: 6
    med_slots: 4
    powergrid_output: 1380
    rig_slots: 3
  group: Combat Battlecruiser
  hull_stats:
    hp_armor: 6750
    hp_shield: 6750
    hp_structure: 5250
  name: Hurricane Fleet Issue
  race: Unknown
  skill_requirements:
  - level: 2
    skill_id: 33098
  type_id: 33157
  velocity: 185
faction: Minmatar Republic
faction_group: Empire
image: /33157.png
last_updated: '2026-04-21T01:01:39.424965'
ship_class: Combat Battlecruiser
source: eve-university
source_stats:
  armorem: 60
  armorexp: 10
  armorhp: 6750
  armorkin: 25
  armortherm: 35
  bandwidth: 50 Mbit/sec
  bonuses: "<b>Minmatar Battlecruiser bonuses (per skill level):</b><br>10% bonus\
    \ to Medium Projectile Turret damage<br>10% bonus to Medium Projectile Turret\
    \ tracking speed<br><b>Role Bonus:</b><br>\u2022&nbsp;Can use one Command Burst\
    \ module<br>50% bonus to Command Burst area of effect range<br>25% bonus to Medium\
    \ Projectile Turret optimal range and falloff<br>"
  capacitor: 2,300 GJ
  cargohold: "425 m\xB3"
  class: Combat Battlecruiser
  cpu: 420
  dronebay: "50 m\xB3"
  externallinks: ''
  extrahold: ''
  extraholdtype: ''
  faction: Minmatar Republic
  forumlinks: ''
  grouping: Faction Battlecruisers
  highlights1: Can use Command Burst module
  highlights2: ''
  highlights3: ''
  highlights4: ''
  highs: 8
  hulltype: Hurricane Class
  inertia: 0.61
  info: In YC 115, after much heated discussion, CONCORD issued a decree stating the
    Hurricane-Class Battlecruiser was far too effective to stay under its current
    technological label, and demanded the Minmatar Republic to either cease production
    or sort it as a more technologically advanced craft. The Tribal Council grudgingly
    complied by releasing a simplified version of the Hurricane, then quickly exploited
    a loophole in the legislation and began using the original overpowered hull as
    part of its active fleet force. And that is how, after a new paint coat and renaming
    fees that the Hurricane Fleet Issue came to be.
  launchers: 3
  lows: 6
  mass: 12800000
  maxlockedtargets: 6
  maxvelocity: 185
  mediums: 4
  powergrid: 1380
  quote: Let them try to curtail our prowess. Envy makes for a poor shield.
  quote_attribution: Brutor Chief Wkumi Pol
  reqskills: '*{{RequiredSkill|Minmatar Battlecruiser|II}}

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

    ** {{RequiredSkill|Minmatar Cruiser|III}}

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

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

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

    ***** {{RequiredSkill|Spaceship Command|I}}'
  scanres: 220 mm
  sensortype: LADAR
  sensorvalue: 20 points
  shieldem: 0
  shieldexp: 50
  shieldhp: 6750
  shieldkin: 40
  shieldtherm: 20
  shipid: 33157
  shipimg: Hurricane Fleet Issue.jpg
  shipname: Hurricane Fleet Issue
  sigradius: 250 m
  structurehp: 5250
  targetrange: 65.00 km
  tech: F
  totaltraintime: 2d 1h 9m 40s
  turrets: 6
  variations: '{{Ship|Sleipnir}},{{Ship|Hurricane}}'
  volume: 216000
  warpspeed: 3.5 AU/s
  warptime: 10.82 s
  wikireferences: ''
source_url: https://wiki.eveuniversity.org/Hurricane Fleet Issue
tech_level: Faction
title: Hurricane Fleet Issue
type_id: 33157
validation_score: 1.0
---

<img src="/33157.png" alt="Hurricane Fleet Issue" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />

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

## Summary

</div>
The Hurricane Fleet Issue is a faction battlecruiser. It has been likened to the old Hurricane before the Retribution nerfs, with 8 high slots, 6 turrets and sufficient powergrid for two medium energy neutralizers. With some extra EHP to boot, it's a nice upgrade over the standard Hurricane, though the high price means older characters may be wanting to look into the higher DPS Sleipnir instead.
<div style="display: flow-root;">

## Skills

</div>
 Minmatar Battlecruiser to V to properly take advantage of the Hurricane Fleet Issue's massive DPS buff that comes with every extra level in the skill.
 Gunnery V, Medium Projectile Turret V and Medium Autocannon Specialization/Medium Artillery Specialization trained to at least I to fit T2 guns, which do more damage and are substantially cheaper than the meta 4 variants, along with the ability to use T2 ammo types.
 Rapid Firing, Surgical Strike, skills that increase DPS and are thus vital to all turret-based damage dealing ships, should all be trained to at least IV.
 Along with the obvious Engineering and Electronic Systems fitting skills required for fitting most ships, Weapon Upgrades and Advanced Weapon Upgrades should be trained to V and at least II respectively to help alleviate fitting problems associated with the ship's powergrid.
 Sharpshooter is important for artillery fitted Hurricanes, though due to autocannons' small optimal range it isn't as important for autocannon fits.
 Drones V, Light Drone Operation V, Medium Drone Operation V, Drone Interfacing IV, and Gallente Drone Specialization I/Minmatar Drone Specialization I are all are important for getting as much DPS out of the 50m3 bandwidth as possible.
 The appropriate skills required for fitting a Full T2 Armour or Shield Tank.
<div style="display: flow-root;">

## Tactics

</div>
No sub-article about Hurricane Fleet Issue roles or piloting tactics. You can write them here.
<div style="display: flow-root;">

## Notes

</div>
No notes for the Hurricane Fleet Issue.
## Patch History