Purge redundant ship categories

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2026-04-19 18:11:25 +00:00
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---
esi_data:
fitting_stats:
cpu_output: 345
high_slots: 8
low_slots: 6
med_slots: 3
powergrid_output: 1375
rig_slots: 3
group: Attack Battlecruiser
hull_stats:
hp_armor: 2160
hp_shield: 1575
hp_structure: 1980
name: Oracle
race: Unknown
skill_requirements:
- level: 1
skill_id: 33095
type_id: 4302
velocity: 200
image: /4302.png
last_updated: '2026-04-19T17:42:01.344871'
source: eve-university
source_stats:
armorem: 50
armorexp: 20
armorhp: 2160
armorkin: 25
armortherm: 35
bandwidth: ''
bonuses: 105955050
capacitor: 3500
cargohold: 500
class: Attack Battlecruiser
cpu: 345
dronebay: ''
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Amarr Empire
forumlinks: ''
grouping: Standard Battlecruisers
highlights1: ''
highlights2: ''
highlights3: ''
highlights4: ''
highs: 8
hulltype: Oracle Class
inertia: 0.495
info: In YC 113 Empress Jamyl Sarum I challenged Amarr ship manufacturers to build
a new battlecruiser that would break the stalemate of the Empyrean War. Deviating
from the doctrine of brute-force and heavy armor, the engineers at Viziam took
inspiration from Caldari history.<br><br>During the Gallente-Caldari War, the
Caldari developed light, maneuverable ships to counter the slow ships of the Gallente
Federation. This philosophy, along with a cutting-edge powertrain and ultra-light
alloy armor plating, led to the Oracle.<br><br>The Empire immediately ordered
the ship into production. The Empress personally congratulated Viziam Chief Researcher
Parud Vakirokiki, calling the ship "a work of Divine Grace for the Empire, and
retribution to our enemies."
launchers: 0
lows: 6
mass: 14760000
maxlockedtargets: 6
maxvelocity: 200
mediums: 3
powergrid: 1375
quote: A work of Divine Grace for the Empire, and retribution to our enemies.
quote_attribution: Empress Jamyl Sarum I
reqskills: '*{{RequiredSkill|Amarr Battlecruiser|I}}
** {{RequiredSkill|Spaceship Command|III}}
** {{RequiredSkill|Amarr Cruiser|III}}
*** {{RequiredSkill|Spaceship Command|II}}
*** {{RequiredSkill|Amarr Destroyer|III}}
**** {{RequiredSkill|Amarr Frigate|III}}
***** {{RequiredSkill|Spaceship Command|I}}'
scanres: 220
sensortype: RADAR
sensorvalue: 18
shieldem: 0
shieldexp: 50
shieldhp: 1575
shieldkin: 40
shieldtherm: 20
shipid: 4302
shipimg: Oracle.jpg
shipname: Oracle
sigradius: 210
structurehp: 1980
targetrange: 65.0
tech: ''
totaltraintime: 1211640
turrets: 8
variations: <i>none</i>
volume: 234000
warpspeed: 3.5
warptime: 10.13
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Oracle
title: Oracle
type_id: 4302
validation_score: 1.0
---
<img src="/4302.png" alt="Oracle" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
There's nothing quite like a face-melting barrage of lasers from 250km away, and judging by the Oracle, the Amarr Navy seems to agree. This Attack Battlecruiser has a weak tank, like its comrades, the Tornado, Naga and Talos. However, it has the guns to meet the damage and (most importantly) range of anything short of the capital-sized beasts of lowsec. Because of their weak tanks, the Oracle and its buddies are often sniper fit to avoid close quarters confrontations.
Unlike the other attack BCs, the Oracle can also fit pulse lasers and use Scorch ammo and kite at 60km. This allows high damage and good tracking, while still remaining out of range of most ships with medium weapons. Loading Multifrequency and brawling is an option but usually a last resort for pulse Oracles, making a shield tank for speed the more usual choice for this setup, though pulse armor Oracles are not unknown.
## Skills
Further information about additional or recommended skills to pilot Oracle for a specific or its common role(s) can be written here.
## Tactics
### Shield Megapulse
Mid range kiting, using Scorch this thing is a monster of applied DPS at ranges of about 60km down. Stay aligned to something at all times, the Shield Oracle is VERY Squishy. Try to stay as close to your optimal range with Scorch as possible, and switch to INMF or Conflag if something is getting quite close (30km or less)to burn them down ASAP. Getting tackled means death, so don't be afraid to pop that hero frigate your FC didn't notice that could screw up someone's day.
This is the most common way to fit an Oracle, using the mid slots to mount a small shield tank and using Amarr ships' characteristic large amount of low slots to mount a mix of damage/application mods and mobility mods (such as the Nanofiber Internal Structure) to help stay as far from the enemy as possible while remaining within optimal.
### Armor Megapulse
Has higher tank than shield at the cost of mobility, and possibly range or tracking, depending on mid choices and loaded scripts. Theoretically a 2 TC Armor Oracle can have the same range OR better tracking (but at less range) than a Shield Oracle, however not using a cap booster negates another of the Armor Oracle's pros, the ability to use a cap booster for longer engagements. Armor Oracles are also much more flexible with tank, for example you could drop a heatsink for another EANM, then swap the Multispectrum Coating to a resist specific plating (Kinetic vs Drake heavy fleet, etc).
### Beams/Tachs
Less DPS than Megapulse counterparts at close to medium range, but more flexibility with falloff, and also able to go to huge range. Ideal engagement range is greater than 60km, vs 60km or lower ideal engagement range on Pulse. Again, stay aligned to something, as tank can end up quite flimsy with those big beam lasers hogging up a lot of fitting. Consider just going full range tank to maximize your beam's advantage at long ranges.
## Notes
The oracle was a contestant in create a starship contest.
Ship-troduction: The Amarr Oracle
An oracle is "a priest or priestess acting as a medium through whom advice or prophecy was sought from the gods in classical antiquity." An oracle is analagous to a prophet.
## Patch History

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---
esi_data:
fitting_stats:
cpu_output: 560
high_slots: 8
low_slots: 7
med_slots: 4
powergrid_output: 21000
rig_slots: 3
group: Battleship
hull_stats:
hp_armor: 9350
hp_shield: 7700
hp_structure: 8800
name: Abaddon
race: Unknown
skill_requirements:
- level: 1
skill_id: 3339
type_id: 24692
velocity: 89
image: /24692.png
last_updated: '2026-04-19T17:40:35.796824'
source: eve-university
source_stats:
armorem: 50
armorexp: 20
armorhp: 9350
armorkin: 25
armortherm: 35
bandwidth: 75
bonuses: 7.54100505
capacitor: 6375
cargohold: 740
class: Battleship
cpu: 560
dronebay: 75
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Amarr Empire
forumlinks: ''
grouping: Standard Battleships
highlights1: High Amount of High Slots
highlights2: High Amount of Low Slots
highlights3: ''
highlights4: ''
highs: 8
hulltype: Abaddon Class
inertia: 0.14
info: The Abaddon class ship is a celestial tool of destruction. It is designed
to enter combat from the outset, targeting enemies at range and firing salvo after
salvo at them, and to remain intact on the battlefield until every heretic in
sight has been torn to shreds.
launchers: 1
lows: 7
mass: 103200000
maxlockedtargets: 7
maxvelocity: 89
mediums: 4
powergrid: 21000
quote: Undeniable strength is the ideal position from which to negotiate peace.
quote_attribution: Royal Heir Hamideh Kador
reqskills: '*{{RequiredSkill|Amarr Battleship|I}}
** {{RequiredSkill|Spaceship Command|IV}}
** {{RequiredSkill|Amarr Battlecruiser|III}}
*** {{RequiredSkill|Spaceship Command|III}}
*** {{RequiredSkill|Amarr Cruiser|III}}
**** {{RequiredSkill|Spaceship Command|II}}
**** {{RequiredSkill|Amarr Destroyer|III}}
***** {{RequiredSkill|Amarr Frigate|III}}
****** {{RequiredSkill|Spaceship Command|I}}'
scanres: 111
sensortype: RADAR
sensorvalue: 22
shieldem: 0
shieldexp: 50
shieldhp: 7700
shieldkin: 40
shieldtherm: 20
shipid: 24692
shipimg: Abaddon.jpg
shipname: Abaddon
sigradius: 470
structurehp: 8800
targetrange: 96.0
tech: ''
totaltraintime: 3205510
turrets: 8
variations: <i>none</i>
volume: 470000
warpspeed: 3
warptime: 20.03
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Abaddon
title: Abaddon
type_id: 24692
validation_score: 1.0
---
<img src="/24692.png" alt="Abaddon" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Abaddon (or "'Baddon") is a Tech 1 Amarr battleship known for its strong potential armor buffer tank. It shares this trait with its lesser counterparts the Punisher and Maller. It has high base hitpoints, a bonus to armor damage resistance, and seven low slots for armor tanking modules. Its other bonus boosts the damage of large energy turrets which gives it not only more DPS, but also more volley damage (or "alpha strike").
These two qualities, a strong armor buffer and high volley damage, make the Abaddon popular for large nullsec fights which favor ships with a lot of volley and buffer tank. In such a context, Abaddons have also been used with artillery turrets despite its energy turret bonus. In large battles, it is usually supported by Force Auxiliaries, and so its low speed (even for a battleship) doesnt matter that much.
## Skills
Further information about additional or recommended skills to pilot Abaddon for a specific or its common role(s) can be written here.
## Tactics
No sub-article about Abaddon roles or piloting tactics. You can write them here.
## Notes
"Abaddon" comes from a Hebrew word meaning a place associated with destruction or with the dead. In the Greek text of Revelation 9:11 the Hebrew word is used to name a figure associated with destruction who has been variously interpreted as an angel, a fallen angel, another term for Satan, or the Antichrist.
## Patch History

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---
esi_data:
fitting_stats:
cpu_output: 540
high_slots: 8
low_slots: 7
med_slots: 4
powergrid_output: 21000
rig_slots: 3
group: Battleship
hull_stats:
hp_armor: 7700
hp_shield: 6600
hp_structure: 7700
name: Apocalypse
race: Unknown
skill_requirements:
- level: 1
skill_id: 3339
type_id: 642
velocity: 113
image: /642.png
last_updated: '2026-04-19T17:46:51.486554'
source: eve-university
source_stats:
armorem: 50
armorexp: 20
armorhp: 7700
armorkin: 25
armortherm: 35
bandwidth: 50
bonuses: 10105100505
capacitor: 7000
cargohold: 845
class: Battleship
cpu: 540
dronebay: 75
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Amarr Empire
grouping: Standard Battleships
highlights1: High Amount of High Slots
highlights2: High Amount of Low Slots
highlights3: ''
highlights4: ''
highs: 8
hulltype: Apocalypse Class
inertia: 0.119
info: In days past, only those in high favor with the Emperor could hope to earn
the reward of commanding one of the majestic and powerful Apocalypse class battleships.
In latter years, even though now in full market circulation, these golden, metallic
monstrosities are still feared and respected as enduring symbols of Amarrian might.
launchers: 0
lows: 7
mass: 97100000
maxlockedtargets: 7
maxvelocity: 113
mediums: 4
powergrid: 21000
quote: The Lord loosed upon them his fierce anger<br>All of his fury and rage.
quote_attribution: 101
reqskills: '* {{RequiredSkill|Amarr Battleship|I}}
** {{RequiredSkill|Spaceship Command|IV}}
** {{RequiredSkill|Amarr Battlecruiser|III}}
*** {{RequiredSkill|Spaceship Command|III}}
*** {{RequiredSkill|Amarr Cruiser|III}}
**** {{RequiredSkill|Spaceship Command|II}}
**** {{RequiredSkill|Amarr Destroyer|III}}
***** {{RequiredSkill|Amarr Frigate|III}}
****** {{RequiredSkill|Spaceship Command|I}}'
scanres: 124
sensortype: RADAR
sensorvalue: 20
shieldem: 0
shieldexp: 50
shieldhp: 6600
shieldkin: 40
shieldtherm: 20
shipid: 642
shipimg: Apocalypse.jpg
shipname: Apocalypse
sigradius: 380
structurehp: 7700
targetrange: 87.6
tech: ''
totaltraintime: 3205510
turrets: 8
variations: '{{Ship|Apocalypse Imperial Issue}}, {{Ship|Apocalypse Navy Issue}},
{{Ship|Paladin}}'
volume: 470000
warpspeed: 3
warptime: 16.02
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Apocalypse
title: Apocalypse
type_id: 642
validation_score: 1.0
---
<img src="/642.png" alt="Apocalypse" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Apocalypse (or "Apoc") is a Tech 1 Amarr battleship. It is the ultimate entry in the Amarr line of sniping laserboats after the Tormentor, Coercer, Omen, and Harbinger. It has bonuses to large energy turret optimal range and tracking speed. Together with the ability of energy turrets to switch crystals instantly, these bonuses make it perform well at different engagement ranges. Pulse laser Apocalypses with Tech 2 Scorch ammunition are able to deliver good damage at a decent distance. Apocalypses are also well suited to beam laser long-range fits.
The Apocalypse lacks the raw firepower or tank of the Abaddon, but with its better tracking it can fight well against signature-tanking cruisers that would normally be difficult for battleships to hit.
## Skills
As a Tech 1 Battleship, the Apocalypse deserves good general support skills as well as all of the skills for a Tech 2 tank. Tech 2 weapons are very expensive to skill into and are not essential, but are very helpful, as they give a MASSIVE boost to DPS.
EM Armor Compensation, Thermal Armor Compensation, Kinetic Armor Compensation, and Explosive Armor Compensation to at least III to boost your resists.
Hull Upgrades to V to make use of the Tech 2 energized membranes, armor plates, armor hardeners, damage control, and armor coatings.
Mechanics V to use the tech 2 armor repairers.
Repair Systems to IV to use the tech 2 armor repairers and to reduce their capacitor use.
All gunnery support skills to IV or higher.
All of the basic fitting and capacitor skills.
## Tactics
No sub-article about Apocalypse roles or piloting tactics. You can write them here.
## Notes
"Apocalypse" comes from an early Greek word meaning "revelation". This word begins the Book of Revelation in the New Testament, and so the Book of Revelation sometimes came to be called the "Apocalypse". Since Revelation describes the end of the world, the word "apocalypse" gradually developed its modern association with doom and final endings.
## Patch History

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---
esi_data:
fitting_stats:
cpu_output: 550
high_slots: 7
low_slots: 7
med_slots: 4
powergrid_output: 13500
rig_slots: 3
group: Battleship
hull_stats:
hp_armor: 9350
hp_shield: 7480
hp_structure: 8800
name: Armageddon
race: Unknown
skill_requirements:
- level: 1
skill_id: 3339
type_id: 643
velocity: 100
image: /643.png
last_updated: '2026-04-19T17:45:20.476077'
source: eve-university
source_stats:
armorem: 50
armorexp: 20
armorhp: 9350
armorkin: 25
armortherm: 35
bandwidth: 125
bonuses: 10105100505
capacitor: 6200
cargohold: 750
class: Battleship
cpu: 550
dronebay: 375
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Amarr Empire
forumlinks: ''
grouping: Standard Battleships
highlights1: High Amount of High Slots
highlights2: High Amount of Low Slots
highlights3: ''
highlights4: ''
highs: 7
hulltype: Armageddon Class
inertia: 0.13
info: The mighty Armageddon class is one of the enduring warhorses of the Amarr
Empire. Once a juggernaut that steamrolled its way into battle, it has now taken
on a more stately and calculated approach, sending out a web of drones in its
place while it drains the enemy from a distance.
launchers: 5
lows: 7
mass: 105200000
maxlockedtargets: 7
maxvelocity: 100
mediums: 4
powergrid: 13500
quote: Only unbelievers fear the end.
quote_attribution: Royal Heir Arim Ardishapur
reqskills: '*{{RequiredSkill|Amarr Battleship|I}}
** {{RequiredSkill|Spaceship Command|IV}}
** {{RequiredSkill|Amarr Battlecruiser|III}}
*** {{RequiredSkill|Spaceship Command|III}}
*** {{RequiredSkill|Amarr Cruiser|III}}
**** {{RequiredSkill|Spaceship Command|II}}
**** {{RequiredSkill|Amarr Destroyer|III}}
***** {{RequiredSkill|Amarr Frigate|III}}
****** {{RequiredSkill|Spaceship Command|I}}'
scanres: 143
sensortype: RADAR
sensorvalue: 21
shieldem: 0
shieldexp: 50
shieldhp: 7480
shieldkin: 40
shieldtherm: 20
shipid: 643
shipimg: Armageddon.jpg
shipname: Armageddon
sigradius: 450
structurehp: 8800
targetrange: 82.5
tech: ''
totaltraintime: 3205510
turrets: 5
variations: '{{Ship|Redeemer}},<br>
{{Ship|Armageddon Navy Issue}},<br>
{{Ship|Bhaalgorn}},<br>
{{Ship|Armageddon Imperial Issue}}'
volume: 470000
warpspeed: 3
warptime: 18.96
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Armageddon
title: Armageddon
type_id: 643
validation_score: 1.0
---
<img src="/643.png" alt="Armageddon" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Armageddon (or "'Geddon") is a Tech 1 Amarr battleship with bonuses for drones and for the range of capacitor warfare modules. It is the final entry in the Amarr line of Ewar droneboats after the Dragoon, Arbitrator, and Prophecy.
The Armageddon's capacitor warfare bonuses increase the range but not the power of energy neutralizers, so for raw neutralizing power to drain really large capacitors the (more expensive) Bhaalgorn is often preferred. The Armageddon can, though, be a capable damage-dealing ship with additional and affordable neuting capability. Tech 2 heavy neutralizers on an Armageddon can have a range of 30 km, roughly corresponding to very costly deadspace heavy neuts mounted on an unbonused hull.
With bonused drones and long-range heavy neuts, the Armageddon can be more dangerous than most battleships to small and medium-sized targets. It also has the bandwidth to control a full flight of five heavy or sentry drones, offering strong DPS against large targets. Compared to the other notable Tech 1 drone battleship, the Dominix, the Armageddon has the same bandwidth and drone bay sizes, but lacks the Dominix's additional bonus to drone tracking and range which helps to apply its damage and to snipe with sentries.
## Skills
The Armageddon benefits even more than most Amarr battleships from strong capacitor support skills. Good drone skills are obviously important to its damage potential.
## Tactics
The Armageddon has five launcher and turret hardpoints and seven high slots in total. Often it is fitted with five Rapid Heavy Missile Launchers (RHMLs) and two heavy neutralizers. RHMLs dont require capacitor and take up relatively little powergrid and CPU, making it easier to make the overall fit work.
## Notes
Although in present-day English "armageddon" has come to be used for any grand, apocalyptic, annihilating event, the word comes from the Hebrew place-name given in the Greek text of Revelation 16:16 for a place where armies will assemble for a battle at the world's end. Interpreters differ on whether the verse refers to a real place or is using a metaphor.
## Patch History

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@@ -1,134 +0,0 @@
---
esi_data:
fitting_stats:
cpu_output: 375
high_slots: 7
low_slots: 6
med_slots: 4
powergrid_output: 1550
rig_slots: 3
group: Combat Battlecruiser
hull_stats:
hp_armor: 5250
hp_shield: 3000
hp_structure: 4500
name: Harbinger
race: Unknown
skill_requirements:
- level: 1
skill_id: 33095
type_id: 24696
velocity: 175
image: /24696.png
last_updated: '2026-04-19T17:40:18.178623'
source: eve-university
source_stats:
armorem: 50
armorexp: 20
armorhp: 5250
armorkin: 25
armortherm: 35
bandwidth: 50
bonuses: 10102550
capacitor: 3500
cargohold: 375
class: Combat Battlecruiser
cpu: 375
dronebay: 75
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Amarr Empire
forumlinks: ''
grouping: Standard Battlecruisers
highlights1: Can use Command Burst module
highlights2: High Amount of High Slots
highlights3: ''
highlights4: ''
highs: 7
hulltype: Harbinger Class
inertia: 0.57
info: Right from its very appearance on a battlefield, the Harbinger proclaims its
status as a massive weapon, a laser burning through the heart of the ungodly.
Everything about it exhibits this focused intent, from the lights on its nose
and wings that root out the infidels, to the large number of turreted high slots
that serve to destroy them. Should any heathens be left alive after the Harbinger's
initial assault, its drones will take care of them.
launchers: 0
lows: 6
mass: 15500000
maxlockedtargets: 7
maxvelocity: 175
mediums: 4
powergrid: 1550
quote: We can not fail, for we have the Emperor to lead us and destiny to follow.
quote_attribution: The Scriptures, Second Letter of St. Junip of Aerui
reqskills: '*{{RequiredSkill|Amarr Battlecruiser|I}}
** {{RequiredSkill|Spaceship Command|III}}
** {{RequiredSkill|Amarr Cruiser|III}}
*** {{RequiredSkill|Spaceship Command|II}}
*** {{RequiredSkill|Amarr Destroyer|III}}
**** {{RequiredSkill|Amarr Frigate|III}}
***** {{RequiredSkill|Spaceship Command|I}}'
scanres: 210
sensortype: RADAR
sensorvalue: 17
shieldem: 0
shieldexp: 50
shieldhp: 3000
shieldkin: 40
shieldtherm: 20
shipid: 24696
shipimg: Harbinger.jpg
shipname: Harbinger
sigradius: 270
structurehp: 4500
targetrange: 65.0
tech: ''
totaltraintime: 1211640
turrets: 6
variations: '{{Ship|Absolution}},{{Ship|Harbinger Navy Issue}}'
volume: 234000
warpspeed: 3.5
warptime: 12.25
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Harbinger
title: Harbinger
type_id: 24696
validation_score: 1.0
---
<img src="/24696.png" alt="Harbinger" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Harbinger is a well rounded battlecruiser; it doesn't have the legendary tank of the Drake, the firepower of the Hurricane, or the range of the Ferox, but can be depended on to perform well in any role. It can be fit as either a mid-range brawler using Medium Pulse Lasers or a more snipe-capable platform using Medium Beam Lasers.
This battlecruiser is a shield tanked cruiser's nightmare, with the ability to wield six heavy pulse lasers and still have the CPU and powergrid left over to fit a respectable tank allowing it to wreak havoc on the battlefield. The Harbinger, even with a large tank, ironically has the ability to be rather agile within engagements. Its large CPU and Powergrid gives it the ability to fit a 50MN Microwarpdrive and burn towards many targets that are out of range, while the 75 m3 drone bay and bandwidth allows the Harbinger to field either a full flight of medium drones or a full flight of light drones, depending on circumstances.
Like many Amarr ships the Harbinger is not the easiest ship to fit, and much will be gained by training fitting skills to at least IV, and V is recommended. This particular battlecruiser is a great incentive to train the Amarr Battlecruiser skill to at least IV. Lastly, the Harbinger has the ability to be fit either a full armor or shield tank.
## Skills
Amarr Battlecruiser to at least IV to get more DPS out of the Harbinger's lasers and keep it cap stable.
Gunnery V, Medium Energy Turret V and Medium Pulse Laser Specialization trained to at least I to fit T2 guns, which do more damage and are substantially cheaper than the meta 4 variants, and give the pilot the ability to use Scorch ammo.
While Medium Beam Laser Specialization is not as common, there are a number of circumstances where the range of the Beam lasers is appreciated. As with Pulse lasers, the cost of the Tech II Beam Lasers is much lower than the Tech I meta 4.
Controlled Bursts IV, Capacitor Management IV, and Capacitor Systems Operation IV are all important for cap management.
Rapid Firing IV, Surgical Strike IV are skills that increase DPS and are thus vital to all turret-based damage dealing ships.
Along with the obvious Power Grid Management V and CPU Management V fitting skills required for fitting most ships, Weapon Upgrades V should be trained to help with fitting. Advanced Weapon Upgrades is also an important skill for pilots wishing to armor tank.
Sharpshooter IV increases the already impressive optimal range associated with lasers and should be trained as such.
Drones V, Light Drone Operation IV, Drone Interfacing IV, and Gallente Drone Specialization II/Minmatar Drone Specialization II are all are important for getting as much DPS out of the 75 m3 dronebay as possible.
Drone Navigation III, Drone Durability III and Drone Sharpshooting III are also useful support skills.
The appropriate skills required for fitting a T2 Armour or Shield Tank.
## Notes
A harbinger is a "Person or thing that announces or signals the approach of another," analogous to a medieval herald.
## Patch History

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---
esi_data:
fitting_stats:
cpu_output: 415
high_slots: 5
low_slots: 7
med_slots: 4
powergrid_output: 1100
rig_slots: 3
group: Combat Battlecruiser
hull_stats:
hp_armor: 5500
hp_shield: 3000
hp_structure: 4000
name: Prophecy
race: Unknown
skill_requirements:
- level: 1
skill_id: 33095
type_id: 16233
velocity: 170
image: /16233.png
last_updated: '2026-04-19T17:38:55.193438'
source: eve-university
source_stats:
armorem: 50
armorexp: 20
armorhp: 5500
armorkin: 25
armortherm: 35
bandwidth: 75
bonuses: 10412.55
capacitor: 3000
cargohold: 400
class: Combat Battlecruiser
cpu: 415
dronebay: 225
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Amarr Empire
forumlinks: ''
grouping: Standard Battlecruisers
highlights1: Can use Command Burst module
highlights2: ''
highlights3: ''
highlights4: ''
highs: 5
hulltype: Prophecy Class
inertia: 0.57
info: The Prophecy is built on an ancient Amarrian warship design dating back to
the earliest days of starship combat. Originally intended as a full-fledged battleship,
it was determined after mixed fleet engagements with early prototypes that the
Prophecy would be more effective as a slightly smaller, more mobile form of artillery
support.
launchers: 4
lows: 7
mass: 15300000
maxlockedtargets: 7
maxvelocity: 170
mediums: 4
powergrid: 1100
quote: Even the humblest proxy is elevated by a divine purpose.
quote_attribution: Lord Lucretio Kor-Azor
reqskills: '*{{RequiredSkill|Amarr Battlecruiser|I}}
** {{RequiredSkill|Spaceship Command|III}}
** {{RequiredSkill|Amarr Cruiser|III}}
*** {{RequiredSkill|Spaceship Command|II}}
*** {{RequiredSkill|Amarr Destroyer|III}}
**** {{RequiredSkill|Amarr Frigate|III}}
***** {{RequiredSkill|Spaceship Command|I}}'
scanres: 210
sensortype: RADAR
sensorvalue: 17
shieldem: 0
shieldexp: 50
shieldhp: 3000
shieldkin: 40
shieldtherm: 20
shipid: 16233
shipimg: Prophecy.jpg
shipname: Prophecy
sigradius: 270
structurehp: 4000
targetrange: 50.0
tech: ''
totaltraintime: 1211640
turrets: 4
variations: '{{Ship|Damnation}}, {{Ship|Prophecy Navy Issue}}'
volume: 234000
warpspeed: 3.5
warptime: 12.09
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Prophecy
title: Prophecy
type_id: 16233
validation_score: 1.0
---
<img src="/16233.png" alt="Prophecy" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Prophecy is a battlecruiser droneboat. It is similar to the Gallente Myrmidon, but has lower drone bandwidth and a larger drone bay, However, the bandwidth difference you would only ever notice if using heavy or sentry drones. It also has a bonus to armor resistances rather than the Myrmidon's bonus to repair amount. The Prophecy has no bonus to any weapon system other than drones and it has both turret and launcher slots. This allows it free choice of weaponry, but it won't do stellar damage with any of them, so a valid choice is also to forego weapons in some or all of the highs in favour of NOSes or energy neutralizers or utility modules.
As the Prophecy has bonus to armour resistance and seven low slots, it is more likely to be armour tanked than shield tanked.
Before its revamp in Retribution 1.1 the Prophecy was almost entirely overshadowed by the Harbinger. Due to its historically poor performance and vague resemblance to a fat bird, the Prophecy is also known as the "space turkey".
## Skills
The standard Power Grid Management V and CPU Management V.
As the Prophecy is a droneboat, Training Drones V, Light Drone Operation V, Drone Interfacing IV, and Gallente Drone Specialization I/Minmatar Drone Specialization I are all are important to improve your primary source of damage.
The necessary Hull Upgrades V, Mechanics IV, Repair Systems IV For active armour tanking only) to be able to fit a Full T2 Armor Tank
## Notes
A prophecy is simply a prediction of what will happen in the future, often in a religious context. The name "prophecy" comes from the fact that prophecies were almost always given by prophets.
## Patch History

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@@ -1,132 +0,0 @@
---
esi_data:
fitting_stats:
cpu_output: 370
high_slots: 4
low_slots: 5
med_slots: 4
powergrid_output: 695
rig_slots: 3
group: Cruiser
hull_stats:
hp_armor: 1500
hp_shield: 1100
hp_structure: 1600
name: Arbitrator
race: Unknown
skill_requirements:
- level: 1
skill_id: 3335
type_id: 628
velocity: 200
image: /628.png
last_updated: '2026-04-19T17:45:12.650369'
source: eve-university
source_stats:
armorem: 50
armorexp: 20
armorhp: 1500
armorkin: 25
armortherm: 35
bandwidth: 50
bonuses: 7.51
capacitor: 1375
cargohold: 345
class: Cruiser
cpu: 370
dronebay: 150
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Amarr Empire
forumlinks: ''
grouping: Standard Cruisers
highlights1: ''
highlights2: ''
highlights3: ''
highlights4: ''
highs: 4
hulltype: Arbitrator Class
inertia: 0.56
info: The Arbitrator is unusual for Amarr ships in that it's primarily a drone carrier.
While it is not the best carrier around, it has superior armor that gives it greater
durability than most ships in its class.
launchers: 3
lows: 5
mass: 11200000
maxlockedtargets: 7
maxvelocity: 200
mediums: 4
powergrid: 695
quote: Without the truth of the soul, the faithless stumble blind.
quote_attribution: Emperor Doriam Kor-Azor II
reqskills: '*{{RequiredSkill|Amarr Cruiser|I}}
** {{RequiredSkill|Spaceship Command|II}}
** {{RequiredSkill|Amarr Destroyer|III}}
*** {{RequiredSkill|Amarr Frigate|III}}
**** {{RequiredSkill|Spaceship Command|I}}'
scanres: 285
sensortype: RADAR
sensorvalue: 15
shieldem: 0
shieldexp: 50
shieldhp: 1100
shieldkin: 40
shieldtherm: 20
shipid: 628
shipimg: Arbitrator.jpg
shipname: Arbitrator
sigradius: 130
structurehp: 1600
targetrange: 70.0
tech: ''
totaltraintime: 191530
turrets: 2
variations: '{{Ship|Pilgrim}},{{Ship|Curse}}'
volume: 120000
warpspeed: 4
warptime: 8.69
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Arbitrator
title: Arbitrator
type_id: 628
validation_score: 1.0
---
<img src="/628.png" alt="Arbitrator" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Arbitrator (or "Arby") is the Tech 1 Amarr electronic warfare cruiser, with a bonus to weapon disruption. As it also has a bonus to drone damage and durability, the Arbitrator can contribute some DPS to a PvP group, or even function on its own as an unusual solo PvP ship. Although the selectable damage of drones gives it some greater PvE flexibility than the Omen and Maller, the Arbitrator is not typically used for PvE combat.
As weapon disruption is ineffective against drones or other EWAR ships, doesn't affect logistics ships, and works only on either turrets or missiles depending on the module used, it lacks some of the power of ECM and sensor dampening. However, one or two bonused weapon disruptors can still remove a ship's ability to apply its damage.
Moreover, while the Arbitrator cannot deal the full DPS of a dedicated damage-dealing cruiser, it has significant flexibility thanks to its very large drone bay, the largest drone bay of any Tech 1 cruiser (though the Vexor has more drone bandwidth). The Arbitrator can field a full flight of medium drones for reasonable DPS or a flight of light drones as a serious threat to small targets, and it can have several flights in reserve to cover other damage types and to replace losses.
## Skills
The Arbitrator is slightly more SP-intensive than some other Tech 1 cruisers, as it really deserves Drones level V to take advantage of its ample drone bay. General support skills and fitting skills help. In particular, drone support skills boost the ship's DPS potential, and pilots planning to fit energy neutralizers or nosferatus will also want to prioritize capacitor support skills. In the longer term, Tech 2 drones further improve the Arbitrator's power.
## Tactics
EWAR
Tracking disruptors cut the enemy's optimal range and fall off by the same percent. They also reduce enemy tracking. Both can be scripted to increase the effect and to reduce the stacking penalties when using more than one. Tracking disruptors are ineffective against missile and drone damage.
Missile disruptors make enemy missile launchers less effective by cutting missile range and precision. You can load scripts into them, giving them twice the effectiveness against either range or precision while losing the other effect entirely. Disrupting precision will make it difficult for a missile ship to hit small targets such as frigates. Missile disruptors are ineffective against turret and drone damage.
Both types of weapon disruption are subject to stacking penalties. In a fleet situation, weapon disruptors should be applied to enemy damage-dealing ships which are not the primary target (as that will, with luck, be dying shortly anyway).
PvP
The Arbitrator has a balanced slot layout of mid slots and low slots and can be fitted in a variety of ways. For electronic warfare use, it is often armor-tanked to allow the mids to be used for tracking disruptors and/or guidance disruptors.
For the high slots, the Arbitrator has no bonuses to any hull-mounted weapon type, and so can use any weapons. Projectile turrets and missile launchers have the advantage of not draining the capacitor. The ship can also forego weapons entirely in favor of energy neutralizers and/or nosferatus for capacitor warfare. As the Arbitrator has no bonuses to energy neutralizers, a capacitor booster can really help a neutralizer fit, and the neutralizers will only have their normal, short range.
## Notes
You can add notes here.
## Patch History

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@@ -1,133 +0,0 @@
---
esi_data:
fitting_stats:
cpu_output: 275
high_slots: 5
low_slots: 5
med_slots: 3
powergrid_output: 650
rig_slots: 3
group: Cruiser
hull_stats:
hp_armor: 1650
hp_shield: 1000
hp_structure: 1550
name: Augoror
race: Unknown
skill_requirements:
- level: 1
skill_id: 3335
type_id: 625
velocity: 235
image: /625.png
last_updated: '2026-04-19T17:50:28.178090'
source: eve-university
source_stats:
armorem: 50
armorexp: 20
armorhp: 1650
armorkin: 25
armortherm: 35
bandwidth: 20
bonuses: 12.55100020043
capacitor: 2250
cargohold: 465
class: Cruiser
cpu: 275
dronebay: 20
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Amarr Empire
forumlinks: ''
grouping: Standard Cruisers
highlights1: ''
highlights2: ''
highlights3: ''
highlights4: ''
highs: 5
hulltype: Augoror Class
inertia: 0.56
info: In YC114 each major empire faction, having been embroiled in a harrowing,
extensive, long-term war, recognized the growing need for support and logistics
functionality in their vessels during the kind of protracted interstellar warfare
that might otherwise prove exhausting for its participants. Both Frigate and Cruiser-class
ships were put under the microscope, and in the Amarr Empire the outcome of the
re-evaluation process led, among other developments, to a redesign and redeployment
of the Augoror.<br><br>The Augoror-class cruiser is one of the old warhorses of
the Amarr Empire, having seen action in both the Jovian War and the Minmatar Rebellion.
Like most Amarr vessels, the Augoror depended first and foremost on its resilience
and heavy armor to escape unscathed from unfriendly encounters. After its overhaul,
it had some of the armor stripped off to make room for equipment allowing it to
focus on the armor of other vessels, along with energy transfers.
launchers: 0
lows: 5
mass: 12870000
maxlockedtargets: 8
maxvelocity: 235
mediums: 3
powergrid: 650
quote: The word of the Lord is pure,<br>It is a shield for the faithful
quote_attribution: 815
reqskills: '*{{RequiredSkill|Amarr Cruiser|I}}
** {{RequiredSkill|Spaceship Command|II}}
** {{RequiredSkill|Amarr Destroyer|III}}
*** {{RequiredSkill|Amarr Frigate|III}}
**** {{RequiredSkill|Spaceship Command|I}}'
scanres: 300
sensortype: RADAR
sensorvalue: 13
shieldem: 0
shieldexp: 50
shieldhp: 1000
shieldkin: 40
shieldtherm: 20
shipid: 625
shipimg: Augoror.jpg
shipname: Augoror
sigradius: 90
structurehp: 1550
targetrange: 60.0
tech: ''
totaltraintime: 191530
turrets: 3
variations: '{{Ship|Guardian}},{{Ship|Augoror Navy Issue}}'
volume: 115000
warpspeed: 4
warptime: 9.99
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Augoror
title: Augoror
type_id: 625
validation_score: 1.0
---
<img src="/625.png" alt="Augoror" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Augoror is the Tech 1 Amarr logistics cruiser, with bonuses to remote armor repairs and energy transfers.
Like the Gallente Exequror, the Augoror is designed to repair other ships' armor. However, unlike the Exequror and instead like the Caldari shield-boosting Osprey, the Augoror is designed to trade capacitor with other Augorors in a "capacitor chain". Because of their 200% bonus to energy transfer amount, Augorors trading energy transfers to each other effectively create a large amount of capacitor out of nothing. A cap-chained Augoror can be capacitor-stable with lower skills than its sister ship the Exequror, and will also more easily resist energy neutralization. On the downside, a cap-chain team of logistics ships is more vulnerable to ECM, because a jammed Augoror not only can't repair its fellows, but also can't transfer capacitor, reducing its teammates' remote repair capacity. Cap-chained logistics ships also demand more coordination from their pilots.
The Augoror is piloted in a similar fashion to the more powerful Tech 2 Guardian.
## Skills
An Augoror can make a battlefield difference with relatively limited pilot skills, but good general support skills will boost its impact.
Capacitor Management and Capacitor Systems Operation, important for any pilot flying Amarr ships, are doubly important for logistics ships. Training in Remote Armor Repair Systems reduces the capacitor burden of remote armor repairers, as Capacitor Emission Systems does for remote capacitor transfer modules. Several skills in the Targeting category are also helpful: Signature Analysis and Target Management make it easier to shuttle between repairing different allies, while Radar Sensor Compensation raises the Augoror's sensor strength, reducing its vulnerability to ECM.
## Tactics
The Augoror is typically fitted with a mixture of remote armor repairers and remote capacitor transferrers in its high slots; propulsion, capacitor battery, and potentially ECCM for jam resistance in the mid slots; and an armor tank in the low slots. The exact mixture of modules can be tuned to different character skill levels. The drone bay can be used for logistics drones (unbonused, unlike those of the Exequror), or for damage or ECM drones.
The pilots of Augorors in a capacitor chain must coordinate carefully before battle, and might benefit from their own logistics comms channel and/or their own logistics commander.
## Notes
You can add notes here.
## Patch History

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@@ -1,125 +0,0 @@
---
esi_data:
fitting_stats:
cpu_output: 300
high_slots: 5
low_slots: 6
med_slots: 3
powergrid_output: 1150
rig_slots: 3
group: Cruiser
hull_stats:
hp_armor: 2300
hp_shield: 1000
hp_structure: 1700
name: Maller
race: Unknown
skill_requirements:
- level: 1
skill_id: 3335
type_id: 624
velocity: 205
image: /624.png
last_updated: '2026-04-19T17:43:34.045550'
source: eve-university
source_stats:
armorem: 50
armorexp: 20
armorhp: 2300
armorkin: 25
armortherm: 35
bandwidth: 15
bonuses: 54
capacitor: 1625
cargohold: 480
class: Cruiser
cpu: 300
dronebay: 15
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Amarr Empire
forumlinks: ''
grouping: Standard Cruisers
highlights1: ''
highlights2: ''
highlights3: ''
highlights4: ''
highs: 5
hulltype: Maller Class
inertia: 0.476
info: Quite possibly the toughest cruiser in the galaxy, the Maller is a common
sight in Amarrian Imperial Navy operations. It is mainly used for military duty,
although a few can be found in the private sector acting as escort ships for very
important dispatches.
launchers: 0
lows: 6
mass: 13150000
maxlockedtargets: 6
maxvelocity: 205
mediums: 3
powergrid: 1150
quote: In troubled times, conviction is your best armor.
quote_attribution: Emperor Heideran Kador VII
reqskills: '*{{RequiredSkill|Amarr Cruiser|I}}
** {{RequiredSkill|Spaceship Command|II}}
** {{RequiredSkill|Amarr Destroyer|III}}
*** {{RequiredSkill|Amarr Frigate|III}}
**** {{RequiredSkill|Spaceship Command|I}}'
scanres: 280
sensortype: RADAR
sensorvalue: 16
shieldem: 0
shieldexp: 50
shieldhp: 1000
shieldkin: 40
shieldtherm: 20
shipid: 624
shipimg: Maller.jpg
shipname: Maller
sigradius: 130
structurehp: 1700
targetrange: 47.5
tech: ''
totaltraintime: 191530
turrets: 5
variations: '{{Ship|Devoter}},{{Ship|Sacrilege}}'
volume: 118000
warpspeed: 4
warptime: 8.68
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Maller
title: Maller
type_id: 624
validation_score: 1.0
---
<img src="/624.png" alt="Maller" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Maller is the toughest Tech 1 Cruiser, bar none, capable of mounting a tank equal to or better than HACs or battlecruisers. It is, however, fairly slow, and even more than most Amarr ships, difficult to fit for a new pilot. For Level 2 security missions or basic PvP damage dealing the Omen might sometimes be an easier choice.
The Maller's armor resist and medium laser damage bonuses suit it for "heavy tackle" roles, in which it holds the enemy down to relieve lighter tackle that do not have the tank to withstand damage for long. It can also perform well as a brawling damage-dealing ship, especially if supported by logistics ships such as its sibling the Augoror.
Thanks to its tanking potential, the Maller has often been used as a bait ship, getting enemies to aggress on gates or stations so that its allies can catch them. Its only substantial drawback in this role is its obviousness, and foes might be more willing to engage less well-tanked but less notorious bait ships.
## Skills
Further information about additional or recommended skills to pilot Maller for a specific or its common role(s) can be written here.
## Tactics
A typical sticky tackle Maller fit mounts a Damage Control, armor plating, and modules to boost further its already-impressive armor resistances in its low slots. With decent skills, the Maller can achieve well over 50,000 effective hit points.
Some kind of tackle module must go in the mid slots, and with only two other slots available there is a trade-off to be made between propulsion, dual propulsion, dual tackle (i.e. point and scram), and a web.
One or two Nosferatus in the high slots provide some help against enemies with neuts.
## Notes
You can add notes here.
## Patch History

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@@ -1,125 +0,0 @@
---
esi_data:
fitting_stats:
cpu_output: 330
high_slots: 5
low_slots: 6
med_slots: 3
powergrid_output: 1000
rig_slots: 3
group: Cruiser
hull_stats:
hp_armor: 1700
hp_shield: 1200
hp_structure: 1500
name: Omen
race: Unknown
skill_requirements:
- level: 1
skill_id: 3335
type_id: 2006
velocity: 260
image: /2006.png
last_updated: '2026-04-19T17:50:03.213965'
source: eve-university
source_stats:
armorem: 50
armorexp: 20
armorhp: 1700
armorkin: 25
armortherm: 35
bandwidth: 40
bonuses: 105
capacitor: 1600
cargohold: 400
class: Cruiser
cpu: 330
dronebay: 40
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Amarr Empire
forumlinks: ''
grouping: Standard Cruisers
highlights1: ''
highlights2: ''
highlights3: ''
highlights4: ''
highs: 5
hulltype: Omen Class
inertia: 0.43
info: 'The Omen is a stereotypical example of the Amarrian School of thinking when
it comes to ship design: thick armor and hard hitting lasers. Advancements in
heat dissipation allow the Omen to fire its lasers faster than other ships without
this technology.'
launchers: 0
lows: 6
mass: 13000000
maxlockedtargets: 6
maxvelocity: 260
mediums: 3
powergrid: 1000
quote: Light your path through the heavens with holy fire.
quote_attribution: Royal Heir Arrach Sarum
reqskills: '*{{RequiredSkill|Amarr Cruiser|I}}
** {{RequiredSkill|Spaceship Command|II}}
** {{RequiredSkill|Amarr Destroyer|III}}
*** {{RequiredSkill|Amarr Frigate|III}}
**** {{RequiredSkill|Spaceship Command|I}}'
scanres: 300
sensortype: RADAR
sensorvalue: 15
shieldem: 0
shieldexp: 50
shieldhp: 1200
shieldkin: 40
shieldtherm: 20
shipid: 2006
shipimg: Omen.jpg
shipname: Omen
sigradius: 115
structurehp: 1500
targetrange: 55.0
tech: ''
totaltraintime: 191530
turrets: 5
variations: '{{Ship|Zealot}},{{Ship|Omen Navy Issue}}'
volume: 118000
warpspeed: 4
warptime: 7.75
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Omen
title: Omen
type_id: 2006
validation_score: 1.0
---
<img src="/2006.png" alt="Omen" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Omen is the Amarr attack cruiser, with bonuses for medium energy turret capacitor use and rate of fire. With 6 low slots and 3 mids, it is a natural armor tanker.
The Omen makes an excellent Level 2 security mission ship and can cope with some Level 3 missions too. In PvP, the Omen is a reliable and balanced damage-dealer. With its decent tank, above-average drone bandwidth and the ability to swap laser crystals on the fly, it can adapt to combat at many ranges. However, at skirmishing ranges (2030 km) it excels. In general, the Maller is preferred for brawling-range combat because of its superior tank. The Omen Navy Issue is even better at skirmishing, but costs considerably more, making it a choice for more experienced PvP pilots.
## Skills
The Omen is often one of an Amarr pilot's first steps into cruiser-sized hulls and can be basically functional with limited training. Its performance can still, though, be significantly boosted by training.
General support skills and fitting skills will be useful. Gunnery and capacitor support skills make a big difference to the Omen's capacity to deal damage, navigation skills help with skirmishing tactics, and armor tanking skills bolster the ship's defenses.
The Omen has a substantial drone capacity, and Amarr ships, in general, include some bonused drone platforms such as the Dragoon and Arbitrator, so stepping into Amarr cruisers is a good point for a new pilot to think about drone skills. Drones level V will require a little patience but will pay off in piloting many ships, and is a good medium-term goal. Other drone support skills will be useful.
In the long term, a pilot flying the Omen often will want to consider training for Tech 2 medium lasers, which deal a little more damage and open up more tactical options through Tech 2 crystals. Tech 2 Scorch crystals, in particular, make pulse lasers able to project damage out further, helping the Omen skirmish well.
## Tactics
In PvP, the Omen is usually armor tanked, with either a 1600mm plate and focused medium pulse lasers or a 400mm plate and a full rack of heavy pulse lasers.
## Notes
You can add notes here.
## Patch History

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@@ -1,111 +0,0 @@
---
esi_data:
fitting_stats:
cpu_output: 168
high_slots: 8
low_slots: 3
med_slots: 2
powergrid_output: 85
rig_slots: 3
group: Destroyer
hull_stats:
hp_armor: 900
hp_shield: 700
hp_structure: 800
name: Coercer
race: Unknown
skill_requirements:
- level: 1
skill_id: 33091
type_id: 16236
velocity: 255
image: /16236.png
last_updated: '2026-04-19T17:46:55.257434'
source: eve-university
source_stats:
armorem: 50
armorexp: 20
armorhp: 900
armorkin: 25
armortherm: 35
bandwidth: ''
bonuses: 101050
capacitor: 700
cargohold: 375
class: Destroyer
cpu: 168
dronebay: ''
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Amarr Empire
forumlinks: ''
grouping: Standard Destroyers
highlights1: High Amount of High Slots
highlights2: ''
highlights3: ''
highlights4: ''
highs: 8
hulltype: Coercer Class
inertia: 2.77
info: Noticing the alarming increase in Minmatar frigate fleets, the Imperial Navy
made its plans for the Coercer, a vessel designed specifically to seek and destroy
the droves of fast-moving frigate rebels.
launchers: 0
lows: 3
mass: 1650000
maxlockedtargets: 6
maxvelocity: 255
mediums: 2
powergrid: 85
quote: Faith is your fire and with it, burn away his evil.
quote_attribution: 103
reqskills: '*{{RequiredSkill|Amarr Destroyer|I}}
** {{RequiredSkill|Amarr Frigate|III}}
*** {{RequiredSkill|Spaceship Command|I}}'
scanres: 525
sensortype: RADAR
sensorvalue: 10
shieldem: 0
shieldexp: 50
shieldhp: 700
shieldkin: 40
shieldtherm: 20
shipid: 16236
shipimg: Coercer.jpg
shipname: Coercer
sigradius: 62
structurehp: 800
targetrange: 30.0
tech: ''
totaltraintime: 91820
turrets: 8
variations: '{{Ship|Coercer Navy Issue}}, {{Ship|Heretic}}'
volume: 47000
warpspeed: 4.5
warptime: 6.34
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Coercer
title: Coercer
type_id: 16236
validation_score: 1.0
---
<img src="/16236.png" alt="Coercer" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Coercer is an Amarr T1 Destroyer. It uses lasers as its weapon system. With the Retribution patch, it gained a much needed 2nd mid slot and lost a low. The extra mid slot makes it better for kiting in solo/small gang PvP (before it could do it, but either someone needed to point the target, or they had to die before they realized they weren't pointed). The Coercer is great for applying ranged DPS in comparison to the other gun based destroyers, especially with T2 pulse. It can't do quite as much raw DPS as a Catalyst, for example, but it applies its damage at a much greater range. It doesn't have as high of alpha as a thrasher, but at the same range, it applies much higher DPS.
## Skills
Being a Tech 1 destroyer and potentially a pilot's first step up from frigate hulls, the Coercer is quite forgiving. Basic fitting skills and support skills are desirable.
## Tactics
No sub-article about Coercer roles or piloting tactics. You can write them here.
## Notes
You can add notes here.

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@@ -1,129 +0,0 @@
---
esi_data:
fitting_stats:
cpu_output: 155
high_slots: 5
low_slots: 4
med_slots: 3
powergrid_output: 58
rig_slots: 3
group: Destroyer
hull_stats:
hp_armor: 950
hp_shield: 750
hp_structure: 850
name: Dragoon
race: Unknown
skill_requirements:
- level: 1
skill_id: 33091
type_id: 32874
velocity: 240
image: /32874.png
last_updated: '2026-04-19T17:46:47.593614'
source: eve-university
source_stats:
armorem: 50
armorexp: 20
armorhp: 950
armorkin: 25
armortherm: 35
bandwidth: 25
bonuses: 10201025
capacitor: 600
cargohold: 300
class: Destroyer
cpu: 155
dronebay: 75
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Amarr Empire
forumlinks: ''
grouping: Standard Destroyers
highlights1: ''
highlights2: ''
highlights3: ''
highlights4: ''
highs: 5
hulltype: Dragoon Class
inertia: 2.87
info: The Dragoon follows old religious tenets - ones thought rather dark by the
majority of the cluster, but found perfectly normal by Amarr minds - that to exist
as God's chosen people means fulfilling a very definite and often forceful role.
This includes not only imposing the will of God, often through the time-honored
methods of mindless proxies, but also profiting, even being nourished, off the
energies of others.<br><br>As such, the Dragoon focuses on sending out a mass
of drones, ones capable not only of swiftly hunting down their targets but also
of inflicting tons of damage once contact is made. Moreover, the Dragoon is able
to drain the target's energy in the meanwhile, all with the aim of leaving it
little more than a trembling husk.
launchers: 3
lows: 4
mass: 1700000
maxlockedtargets: 6
maxvelocity: 240
mediums: 3
powergrid: 58
quote: Waste neither energy nor effort on unworthy labor.
quote_attribution: Royal Heir Arim Ardishapur
reqskills: '*{{RequiredSkill|Amarr Destroyer|I}}
** {{RequiredSkill|Amarr Frigate|III}}
*** {{RequiredSkill|Spaceship Command|I}}'
scanres: 525
sensortype: RADAR
sensorvalue: 10
shieldem: 0
shieldexp: 50
shieldhp: 750
shieldkin: 40
shieldtherm: 20
shipid: 32874
shipimg: Dragoon.jpg
shipname: Dragoon
sigradius: 66
structurehp: 850
targetrange: 39.0
tech: ''
totaltraintime: 91820
turrets: 3
variations: <i>{{Ship|Pontifex}}</i>
volume: 47000
warpspeed: 4.5
warptime: 6.76
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Dragoon
title: Dragoon
type_id: 32874
validation_score: 1.0
---
<img src="/32874.png" alt="Dragoon" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Dragoon is an Amarr destroyer with bonuses towards drones and energy neutralizer range. Like its cousins, the Sentinel and Curse, the Dragoon is designed to cap out the enemy, rendering them helpless while its drones do the hard work of dealing damage.
Although drones offer fully-selectable damage, the Dragoon is not typically used for PvE combat, because its hull bonus to energy neutralizers is useless against NPCs. However, the Dragoon's 5 high slots, makes it a good potential PVE ship with salvage capability while keeping its full complement of launchers or turrets.
## Skills
The Dragoon can field a full flight of drones, which makes Drones V an immediately desirable skill for piloting it; Amarr pilots will want to have Drones trained to V as they move up to cruiser hulls in any case, so it's worth getting this core skill out of the way. Drone support skills make a big difference to the Dragoon's potential DPS, and for serious PvP work T2 light drones are strongly desirable.
Like other Amarr ships, the Dragoon lives by its capacitor, and capacitor skills—notably Capacitor Management and Capacitor Systems Operation—really help it, as does the skill which reduces the capacitor burden of energy neutralizers, Capacitor Emission Systems. It's good to have these trained to at least IV.
## Tactics
Range-bonused energy neutralizers from the Dragoon can present a serious threat to frigates. Note that the amount of energy drained is not bonused, and that the Dragoon's capacitor must sustain the burden of running energy neutralizers. Several things can help with this. One is remembering that once a capacitor is drained past its point of peak recharge (c. 25% to 33% capacitor left), its recharge rate collapses, and so a single neut can keep a target at nearly zero capacitor once several neuts have "broken" its capacitor recharge.
Another is using nosferatu modules to recharge energy from any larger enemy ships nearby. Since a nosferatu transfers capacitor to your capacitor if you have less raw capacitor than your target, not if your percentage of capacitor is lower, the Dragoon can run its own capacitor off the energy of an opposing cruiser or battleship for some time. A third help can be giving up one of the Dragoon's sparse mid slots for a capacitor booster. Advanced pilots can also consider the Mindflood combat drug: none of this drug's potential side-effects inconvenience the Dragoon. If its own capacitor can be sustained, the Dragoon can "cap out" other destroyers and cruisers.
With T2 drones and decent support skills, the Dragoon's drones can make short work of most frigates too slow to outrun them, and can add DPS to a gang's efforts against larger targets.
In PVE, the Dragoon's relatively low tank limits its ability to take on particularly large targets or large combat sites, but a capsuleer can with relative ease take on level 3 combat sites by taking advantage of the drones and extending their control range letting you kite out of range of missile batteries and other defence platforms. The extra 2 high slots lets you use these for quicker salvage instead of capacitor warfare.
## Notes
The word dragoon was initially used to refer to some early firearms, by analogy to fire-breathing dragons. Through transference from weapon to user (a kind of metonymy), it became associated with mounted infantry who used horses for mobility but dismounted to fire, and then later came to be used to mean some types of cavalry soldier.
## Patch History

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---
esi_data:
fitting_stats:
cpu_output: 235
high_slots: 2
low_slots: 3
med_slots: 4
powergrid_output: 27
rig_slots: 3
group: Frigate
hull_stats:
hp_armor: 400
hp_shield: 250
hp_structure: 350
name: Crucifier
race: Unknown
skill_requirements:
- level: 1
skill_id: 3331
type_id: 2161
velocity: 350
image: /2161.png
last_updated: '2026-04-19T17:41:52.868102'
source: eve-university
source_stats:
armorem: 50
armorexp: 20
armorhp: 400
armorkin: 25
armortherm: 35
bandwidth: 15
bonuses: 7.51
capacitor: 330
cargohold: 265
class: Frigate
cpu: 235
dronebay: 45
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Amarr Empire
forumlinks: ''
grouping: Standard Frigates
highlights1: ''
highlights2: ''
highlights3: ''
highlights4: ''
highs: 2
hulltype: Crucifier Class
inertia: 3.35
info: The Crucifier was first designed as an explorer/scout, but the current version
employs the electronic equipment originally intended for scientific studies for
more offensive purposes. The Crucifier's electronic and computer systems take
up a large portion of the internal space leaving limited room for cargo or traditional
weaponry.
launchers: 0
lows: 3
mass: 1064000
maxlockedtargets: 6
maxvelocity: 350
mediums: 4
powergrid: 27
quote: And they stood before Him,<br>bathed in His light.<br>Yet their eyes were
blind.
quote_attribution: 13
reqskills: '*{{RequiredSkill|Amarr Frigate|I}}
** {{RequiredSkill|Spaceship Command|I}}'
scanres: 540
sensortype: RADAR
sensorvalue: 14
shieldem: 0
shieldexp: 50
shieldhp: 250
shieldkin: 40
shieldtherm: 20
shipid: 2161
shipimg: Crucifier.jpg
shipname: Crucifier
sigradius: 38
structurehp: 350
targetrange: 64.0
tech: ''
totaltraintime: 250
turrets: 2
variations: '{{Ship|Crucifier Navy Issue}}, {{Ship|Sentinel}}'
volume: 28100
warpspeed: 5
warptime: 4.94
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Crucifier
title: Crucifier
type_id: 2161
validation_score: 1.0
---
<img src="/2161.png" alt="Crucifier" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Crucifier is the Amarr Electronic Warfare Frigate, with bonuses to weapon disruption. There are two kinds of weapon disruptors, each of which has two effects: (i) tracking disruptors, which decrease the range and accuracy of enemy turrets; and (ii) guidance disruptors, which decrease the range and precision of enemy launchers (including missiles, rockets and torpedoes). Because Crucifier pilots have to make choices about which of these two types of disruptors to fit, the Crucifier is most effective when the enemy fleet composition and/or fits are known in advance. This makes the ship a bit better on defense than on offense. For new EVE players, flying the Crucifier only requires training Amarr Frigate I and Weapon Disruption I. Also, weapon disruptors have phenomenal range even at low skill levels. As a result, brand new pilots flying the Crucifier can stay at the edge of a fight, contribute with their EWAR, and get a good view of how fleet combat unfolds before bringing their damage dealer or tackle frigate on the next fleet.
The Crucifier is typically fit with three or four weapon disruptors in its mid slots. These can be all anti-turret tracking disruptors, all anti-missile guidance disruptors, or a mix of the two types. If you are flying a Crucifier as part of an E-UNI fleet, you will probably not have the opportunity to re-fit your ship along the way, so you will need to choose which disruptors you want to fit beforehand. (A mix works better than it sounds; you typically wont want to aim all three disruptors at the same target anyway, due to stacking penalties.) Each type of weapon disruptor can be loaded with scripts that double one effect of the disruptor at the expense of the other. For example, one unscripted guidance disruptor might reduce the range of an enemy missile launcher by 25%, and make a light missile do 25% less damage to a moving frigate. But with a range disruption script loaded, the disruptor could be made to reduce the enemy missile range by 50% instead, with no impact on missile damage to small ships. (Or vice versa, with a precision disruption script.) Scripts are extremely cheap, and they are not consumed by use, so pilots always carry one copy of each script for each disruptor. More information on the two types of weapon disruptors, the four associated scripts, and their effects, can be found in the UniWiki EWAR article.
Rigs can be used to extend the Crucifiers base lock range, or its weapon disruptor range, or both. In any case, it is important to make the ships lock range much longer than its disruptor modules optimal range, to maximize the practical operating range of the ship.
The Crucifier is a capable combat ship. It fits an armor tank well, and can control 3 light combat drones at a time. However, no frigate weapons system or drone has an engagement range equal to a weapon disruptor, so the Crucifier must close range in order to do damage. Even when fit for combat, the Crucifier cant win most direct engagements, and so pilots should expect to warp away from approaching enemies rather than engaging them.
## Skills
Weapon Disruption - Weapon disruption is the Crucifier's specialty. Higher levels of this will reduce the capacitor need of Weapon Disruptors and aid in capacitor stability.
Drones III - The Crucifier is able to launch three light drones at a time, and can carry nine. Particularly for solo builds, drones are the Crucifier's primary weapon system.
Light Drone Operation - While the Crucifier can technically field one medium and one light drone simultaneously, a flight of three light drones is most effective and hardest to hit.
Drone Avionics - The farther away the Crucifier is from its target, the more easily it can dodge an opponent's attacks. Because drones are the heart of the Crucifier's offense, drone control range is a top priority.
Drone Navigation - The faster drones move, they harder they are to hit. When combined with weapon disruption, this skill can make it difficult for even frigates to successfully hit a Crucifier's drones.
Drone Durability - Even if an opponent manages to land a hit on a Crucifier's drones, this skill ensures that the drones can take more punishment before being destroyed.
Drone Interfacing - More drone damage means shorter engagements and a more effective ship.
Navigation - Increasing a ship's speed makes it more difficult to track when orbiting, which goes well with weapon disruption.
High Speed Maneuvering - Microwarpdrives are very effective for keeping up transversal velocity, and higher levels will improve capacitor stability.
## Tactics
New Crucifier pilots should read the tactics section of the EWAR article, and attend an EWAR (CORE class); these will provide some details on how to fly EWAR frigates. Specific tips on flying the Crucifier:
Warp into an engagement after your fleetmates. If you land on grid with the main fleet, you give your opponents early warning that they will have to deal with EWAR. A better strategy is to warp in after your opponents have already committed to focusing on your fleets tankier damage dealers.
Know your operating range, and keep that distance from your opponents. Weapon disruptors work best inside their optimal range. That range is typically so long, you should be able to stay within your optimal. But even at a range of (optimal + ½ falloff), a disruptor is still 85% effective. Feel free to fly beyond your optimal range if you need.
Use the right disruptors, and the right scripts, on the right targets. One tricky part about flying the Crucifier is knowing which disruptor will work best against each opponent ship. Crucifier pilots should get to know the ships of EVE, and whether they typically use turrets, or missiles, or neither. (The UniWiki ship quick reference can help you learn, but you shouldnt expect to have time to use it in combat.) Likewise, use the best script for the job. If you are trying to keep your tackle frigate fleetmate alive, disrupt turret tracking or missile precision. By contrast, if you are trying to shut down a long-range sniper, disrupt weapon range.
If you get into trouble, warp away. Once your weapon disruptors start to take effect, your opponents may respond by sending an interceptor or some drones after you. The Crucifier is too slow to outrun any of these threats, and too fragile to survive them (even if you are fitted for tank). If danger comes your way, warp out, and warp back in again somewhere else.
”But wait,” you may ask, “what impact can my disruptors have if I just have to run at the first sign of danger?” EWAR only represents half of the Crucifiers threat to opposing fleets. Just as important is distracting opponents from their strategic goals—making it so that, instead of following the plan that their fleet composition was built around, opponents must commit resources to deal with a pesky Crucifier pilot.
More information on EWAR tactics, and specifically on weapon disruption, is available in the Electronic Warfare article.
## Notes
The Crucifier was the first ship to receive a warp transformation animation when its model its updated - however, although it was shown off, it was never implement in the game - the animation involved the wings folding down, which would cover the engines with armored plates, and the engine cannot dynamically turn those on or off. Every ship created or updated since the Crucifier has had a warp animation.

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@@ -1,130 +0,0 @@
---
esi_data:
fitting_stats:
cpu_output: 140
high_slots: 4
low_slots: 3
med_slots: 3
powergrid_output: 45
rig_slots: 3
group: Frigate
hull_stats:
hp_armor: 450
hp_shield: 250
hp_structure: 350
name: Executioner
race: Unknown
skill_requirements:
- level: 1
skill_id: 3331
type_id: 589
velocity: 410
image: /589.png
last_updated: '2026-04-19T17:38:32.261354'
source: eve-university
source_stats:
armorem: 50
armorexp: 20
armorhp: 450
armorkin: 25
armortherm: 35
bandwidth: ''
bonuses: 10580
capacitor: 360
cargohold: 115
class: Frigate
cpu: 140
dronebay: ''
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Amarr Empire
forumlinks: ''
grouping: Standard Frigates
highlights1: ''
highlights2: ''
highlights3: ''
highlights4: ''
highs: 4
hulltype: Executioner Class
inertia: 2.85
info: The Executioner is another newly commissioned ship of the Amarr Imperial Navy.
The Executioner was designed specially to counter the small, fast raider frigates
of the Minmatar Republic; thus it is different from most Amarr ships in favoring
speed over defenses. With the Executioner, the Amarrians have expanded their tactical
capabilities on the battlefield.
launchers: 0
lows: 3
mass: 1090000
maxlockedtargets: 4
maxvelocity: 410
mediums: 3
powergrid: 45
quote: Those who turn away from his light,<br>And reject his true word<br>Shall
be struck down by his wrath
quote_attribution: 445
reqskills: '*{{RequiredSkill|Amarr Frigate|I}}
** {{RequiredSkill|Spaceship Command|I}}'
scanres: 920
sensortype: RADAR
sensorvalue: 8
shieldem: 0
shieldexp: 50
shieldhp: 250
shieldkin: 40
shieldtherm: 20
shipid: 589
shipimg: Executioner.jpg
shipname: Executioner
sigradius: 31
structurehp: 350
targetrange: 27.5
tech: ''
totaltraintime: 250
turrets: 3
variations: '{{Ship|Crusader}},{{Ship|Malediction}}'
volume: 28100
warpspeed: 5
warptime: 4.31
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Executioner
title: Executioner
type_id: 589
validation_score: 1.0
---
<img src="/589.png" alt="Executioner" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Executioner is the Amarr Attack Frigate. The Executioner's extraordinary speed, agility, and bonus to propulsion jamming modules (warp disruptors, warp scramblers and stasis webifiers) make it a strong tackle frigate. The Executioner also has bonuses to energy turrets, which are useful when the Executioner is flown for solo PvP, but less useful in a tackler.
The Executioner is a good hull for new pilots interested in learning basic tackling skills, and how to serve as a fleet scout (or "+1"). Flying the Executioner provides good practice for eventually flying fleet interceptors (such as the Malediction), which are more commonly used as fleet scouts and first tacklers. Nevertheless, even though the Tech I Executioner isn't quite as effective as a Tech II Interceptor, it can still serve as a strong long-point tackle ship. E-UNI Executioner pilots are advised to read the UniWiki guide to tackling.
Of the four racial Attack Frigates, the Executioner has the most armor HP, and the least shield. This makes it difficult to fit the tackle Executioner for tank, because armor modules and rigs carry penalties that counteract the ship's natural speed advantage. Tackle Executioners are more commonly fit for shield, which unfortunately does not provide as much benefit to this ship as it does to other Tech I tackle frigates. New Executioner pilots may need to train some shield skills in order to fly the ship in the tackle role. Other slots are typically filled with a warp disruptor ("point"), propulsion module (usually a microwarpdrive), modules that increase speed and agility, and shield modifiers. The Executioner's speed and thin tank make it best at the "first tackle" role, and so the ship is only rarely fit with a warp scrambler ("scram") or stasis webifier ("web"). The challenges of fitting the Executioner for fleet tackle, with its fewer mid slots and low shield HP, make the Executioner a bit worse than the other racial Attack Frigates at tackling, though it is still good. Omega characters who wish to fly fleet tackle may want to cross-train into the Atron or Slasher, or to quickly graduate into the Malediction Interceptor.
On the other hand, the Executioner is better than other racial Attack Frigates at delivering and taking damage, especially when fit with an armor tank and energy turrets. PvE-fit Executioners are good at completing Level 1 missions (though maybe not as good as the Tormentor or Punisher, the Amarr Combat Frigates). The armor Executioner is also a good PvP ship, especially against enemy frigates and drones. Executioner pilots can often fill an "anti-tackle" role in fleets, eliminating enemy tackle frigates. In this way, flying the Executioner is good practice for the Imperial Navy Slicer, an Amarr faction frigate that is also suited to this role. Anti-tackle pilots need to have excellent Gunnery skills in order to make sure their lasers—which have the worst tracking of all turrets—can hit their small targets.
## Skills
Further information about additional or recommended skills to pilot Executioner for a specific or its common role(s) can be written here.
## Tactics
Fleet Executioner pilots should read the UniWiki articles on Scouting and Tackling; these provide details on how to serve as the fleet vanguard, and how to approach and point a target once it is on grid. Some tips on flying the long-point Executioner:
Target larger ships. The Executioner is especially effective against large ships, because they have trouble tracking the Executioner with their larger weapons systems. Try to tackle cruisers and up.
Keep your distance. Check the optimal range of your fitted warp disruptor, and subtract 4 km from that number; this is the distance at which youll want to orbit your target. (This gives you 4 km of wiggle room.) If you stray too far below this distance, you will be within range of your opponents shorter-range scram, web and/or neuts. You can set your ships custom default orbit by right-clicking on the Orbit button in the Selected Item window; you should set your default 2 km less than the number you calculated above, because of overshoot at high speeds.
Spiral in. Because the Executioner is poorly tanked, the Executioner pilot needs to avoid getting hit on approach. If the target is a turret ship, one way to avoid damage is to "spiral" towards the target, and to never fly directly at the target, in order to maximize transversal (and thus evade the tracking of the target's guns). The spiraling method does not help against opponents flying missile or drone ships, though, and Executioner pilots should just fly straight at these targets.
Anticipate your opponent. Try and determine your opponents direction of flight, and cut them off. Your opponent may try to "slingshot" you by flying towards you and making you overshoot the target. Be ready to change directions quickly.
Call your point in comms. Let your fleetmates know when they should warp to you!
Piloting an Executioner in solo or small-gang PvP is challenging. Executioner pilots need to watch their capacitor closely, because lasers are cap-intensive, and it is all too easy to fire away capacitor that is needed to operate the ship's microwarpdrive and warp disruptor. Executioner pilots have to be familiar with their laser ammo (crystals), and know when to switch it based on target range. The pilot may also need to micromanage their trajectory, in order to match their transversal to their laser pulses. If the pilot can manage all of these things, the Executioner can theoretically apply the most damage out of all the Tech I Attack Frigates.
## Notes
You can add notes here.

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---
esi_data:
fitting_stats:
cpu_output: 135
high_slots: 3
low_slots: 4
med_slots: 2
powergrid_output: 51
rig_slots: 3
group: Frigate
hull_stats:
hp_armor: 500
hp_shield: 225
hp_structure: 330
name: Inquisitor
race: Unknown
skill_requirements:
- level: 1
skill_id: 3331
type_id: 590
velocity: 405
image: /590.png
last_updated: '2026-04-19T17:48:49.577247'
source: eve-university
source_stats:
armorem: 50
armorexp: 20
armorhp: 500
armorkin: 25
armortherm: 35
bandwidth: 5
bonuses: 101050600
capacitor: 675
cargohold: 250
class: Frigate
cpu: 135
dronebay: 5
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Amarr Empire
forumlinks: ''
grouping: Standard Frigates
highlights1: ''
highlights2: ''
highlights3: ''
highlights4: ''
highs: 3
hulltype: Inquisitor Class
inertia: 3.55
info: In YC114 each major empire faction, having been embroiled in a harrowing,
extensive, long-term war, recognized the growing need for support and logistics
functionality in their vessels during the kind of protracted interstellar warfare
that might otherwise prove exhausting for its participants. In the Amarr Empire,
this led to the redesign and redeployment of the Inquisitor.<br><br>The Inquisitor
was originally an example of how the Amarr Imperial Navy modeled their design
to counter specific tactics employed by the other empires. After its redesign,
it was exclusively devoted to the role of a support frigate, and its formerly
renowned missile capabilities gave way to a focus on remote armor repair.<br>
launchers: 0
lows: 4
mass: 1630000
maxlockedtargets: 7
maxvelocity: 405
mediums: 2
powergrid: 51
quote: We are the shepherds in the darkness, His Angels of Mercy.
quote_attribution: 445
reqskills: '*{{RequiredSkill|Amarr Frigate|I}}
** {{RequiredSkill|Spaceship Command|I}}'
scanres: 900
sensortype: RADAR
sensorvalue: 10
shieldem: 0
shieldexp: 50
shieldhp: 225
shieldkin: 40
shieldtherm: 20
shipid: 590
shipimg: Inquisitor.jpg
shipname: Inquisitor
sigradius: 34
structurehp: 330
targetrange: 36.0
tech: ''
totaltraintime: 250
turrets: 2
variations: '{{Ship|Deacon}}, {{Ship|Purifier}}'
volume: 28700
warpspeed: 5
warptime: 8.02
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Inquisitor
title: Inquisitor
type_id: 590
validation_score: 1.0
---
<img src="/590.png" alt="Inquisitor" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Inquisitor is the Amarr Logistics Frigate; Inquisitor pilots repair their fleetmates ships during battle. The Inquisitor is bonused for remote armor repair, which matches the Amarr racial focus on armor tanking. The ships bonuses to remote armor repairer amount, activation, and range make the underwhelming base stats of small remote armor repairers practically useful. Flying the Inquisitor is a great first step in learning about Logistics. Inquisitor pilots often go on train into heavier Tech I logistics cruisers (such as the Amarr Augoror), and then Tech II logistics ships (including the Deacon and Guardian). But the Inquisitor is also effective all on its own, especially as a component of frigate or destroyer gangs, where speed is key.
One defining challenge of flying Tech I logistics frigates in general, and the Inquisitor in particular, is sustaining enough capacitor to run the ship. Remote repair modules are extremely cap-intensive, so the Inquisitor is typically fit to boost available capacitor—with a cap recharger or booster in a mid slot, capacitor control circuit or remote repair augmentor rigs, and, if necessary, “Enduring” remote armor repairers (which consume less cap). Training character skills that boost capacitor will also help. It might seem that fitting the Inquisitor with an afterburner instead of a microwarpdrive (MWD) could spare some capacitor. But the Inquisitor needs to keep up with its small-ship fleetmates in order to repair them, so it usually needs an MWD. Pilots fitting the Inquisitor should use the in-game fitting simulation window, or an out-of-game tool like Pyfa, to match any fit to their specific skills and to gauge the ships cap stability. (This also means you may need to swap out modules on any pre-fit Inquisitor hulls that you purchase on corp contracts, to make them work with your skills.)
The Inquisitor has more tank and more native capacitor than any other Tech I logistics frigate, which make it a particularly effective logistics frigate. The Inquisitor and the Deacon, its Tech II cousin, are favored over the other racial frigates in gangs of small armor-focused damage-dealers (such as the Confessor, Coercer or Punisher). The Inquisitor is also a great ship for younger players to participate in small-ship shattered wormhole (C13) PvE.
## Skills
The Inquisitor, like the other T1 Logistics Frigates, is not very skill intensive. The basic skills to fly a doctrine fitting along with Amarr Frigate III are not a bad starting point.
Amarr Frigate to increase repair amount and reduce capacitor use to run more repair modules for longer.
Remote Armor Repair Systems to further reduce capacitor use on repair modules.
Hull Upgrades to fit stronger tank modules. This is important as the highest resistances your ship has, the stronger repairs on you from the other logistics pilots will be.
## Tactics
New Inquisitor pilots should read the Tactics section of the UniWikis Logistics guide, and attend a Logistics (CORE class); these will provide some details on how to fly logistics frigates. Some tips on flying the Inquisitor:
Watch your capacitor, and activate modules only when needed. As explained above, you may not have enough capacitor to run every module, all the time. When you first land at an engagement, youll need to use your MWD to position yourself relative to the fleet. But then, once you are in position, you wont need your MWD any more. Remember to turn it off!
Likewise, as your fleetmates start to take damage, its easy to overreact by activating all three repairers at once. Instead, try to activate them gradually, one by one, to see if you can spare capacitor by running just one or two. And if you need to switch targets—say, because the enemy fleet has changed their primary—again, switch gradually.
Stay moving, behind your fleetmates. One advantage of the Inquisitor is its small signature radius, which makes the ship difficult to hit. But this is only an advantage if you arent sitting still, so always be moving. Given this, you might be tempted to right-click your repair target and “Orbit at…” your optimal range. Keep in mind, though, that this will sometimes send your fragile frigate closer to the enemy than the damage dealers. Better, instead, to manually fly in a ring orbit behind the fleet, so that you keep range and stay out of the action.
## Notes
While both Amarr logistics cruisers—the Augoror and the Guardian—are designed to fly as part of a cap chain, the Inquisitor frigate is designed to be self-sufficient when it comes to capacitor usage.
When comparing remote repair modules and self-repair modules, be aware that EFT reports self-repair rates in EHP/s, while the remote repair are reported as HP/s. The EHP/s is the hp/s divided by the average damage resistance.

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@@ -1,123 +0,0 @@
---
esi_data:
fitting_stats:
cpu_output: 230
high_slots: 3
low_slots: 4
med_slots: 3
powergrid_output: 26
rig_slots: 3
group: Frigate
hull_stats:
hp_armor: 350
hp_shield: 250
hp_structure: 250
name: Magnate
race: Unknown
skill_requirements:
- level: 1
skill_id: 3331
type_id: 29248
velocity: 350
image: /29248.png
last_updated: '2026-04-19T17:40:10.491075'
source: eve-university
source_stats:
armorem: 50
armorexp: 20
armorhp: 350
armorkin: 25
armortherm: 35
bandwidth: 15
bonuses: 7.555
capacitor: 325
cargohold: 400
class: Frigate
cpu: 230
dronebay: 40
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Amarr Empire
forumlinks: ''
grouping: Standard Frigates
highlights1: ''
highlights2: ''
highlights3: ''
highlights4: ''
highs: 3
hulltype: Magnate Class
inertia: 3.8
info: "This Magnate-class frigate is one of the most decoratively designed ship\
\ classes in the Amarr Empire, considered to be a pet project for a small, elite\
\ group of royal ship engineers for over a decade. The frigate's design has gone\
\ through several stages over the past decade, and new models of the Magnate appear\
\ every few years. The most recent versions of this ship \u2013 the Silver Magnate\
\ and the Gold Magnate \u2013 debuted as rewards in the Amarr Championships in\
\ YC105, though the original Magnate design is still a popular choice among Amarr\
\ pilots."
launchers: 2
lows: 4
mass: 1072000
maxlockedtargets: 4
maxvelocity: 350
mediums: 3
powergrid: 26
quote: Bring its message to every planet of every star in the heavens.
quote_attribution: 2213
reqskills: '*{{RequiredSkill|Amarr Frigate|I}}
** {{RequiredSkill|Spaceship Command|I}}'
scanres: 445
sensortype: RADAR
sensorvalue: 10
shieldem: 0
shieldexp: 50
shieldhp: 250
shieldkin: 40
shieldtherm: 20
shipid: 29248
shipimg: Magnate.jpg
shipname: Magnate
sigradius: 39
structurehp: 250
targetrange: 34.0
tech: ''
totaltraintime: 250
turrets: 2
variations: '{{Ship|Anathema}}, {{Ship|Magnate Navy Issue}}, {{Ship|Gold Magnate}},
{{Ship|Silver Magnate}}'
volume: 22100
warpspeed: 5
warptime: 5.65
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Magnate
title: Magnate
type_id: 29248
validation_score: 1.0
---
<img src="/29248.png" alt="Magnate" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Magnate is the Amarr Exploration Frigate. Like all Tech I exploration frigates, the Magnate receives skill-dependent bonuses to scanner probe strength. The Magnate excels at probing cosmic signatures in all security levels of space. The Magnate also receives a role bonus (independent of pilot skill level) to relic and data analyzer virus strength, which helps the Magnate pilot crack exploration sites. With these two bonuses, the Magnate is a strong starter frigate for Amarr pilots interested in Exploration. And while Magnate pilots eventually skill into Tech II Covert Ops exploration ships (like the Anathema), there isnt much non-combat exploration content that the Magnate cant complete.
The Magnate has just three mid slots—the fewest of any exploration frigate—to fit exploration and propulsion modules. These slots are typically filled with a microwarpdrive and a data and relic analyzer, leaving no room for the scanning upgrade arrays that other racial exploration frigates can fit. This is not a critical failing, and a Magnate pilot can compensate with Gravity Capacitor Upgrade rigs and improved Astrometrics skills. (There are single modules that do both data and relic analysis and that would make room, but those come at a cost, both performance- and ISK-wise.) The Magnate does have the advantage of being the strongest tank of any Tech I explorer, and plenty of low slots to reinforce this tank. But its not a great advantage, because nearly any tackled explorer is a dead explorer, and so the low slots are a better fit with inertial stabilizers and/or a warp stabilizer for faster escapes. (Keep in mind that warp stabilizers reduce lock range and speed. Having more than one makes locking sites uncomfortably slow.)
The exploration Magnate is also commonly fitted with a Compact or Improved Cloaking Device so that the ship can cloak while probing signatures in unsafe space. The Magnate cannot, however, fit a Covert Ops Cloaking Device. So, when cloaked, it cannot warp and suffers a significant penalty to speed.
Tech I exploration frigates have the largest cargo capacity of any frigate. This makes the Magnate a speedy freight courier and distribution mission runner. By fitting the ship with expanded cargohold modules and cargohold optimization rigs, it is possible to build a Magnate that can carry just over 1600 m3 of cargo, the most of any frigate. Or, by exchanging some of these for warp stabs, the Magnate can be made into a low-sec courier that can evade insta-pointing gate camps.
The Magnate can be fit for combat probing, by using an Expanded Probe Launcher in place of the standard Core Probe Launcher. However, combat probing requires considerably greater in-game and pilot skill than site probing. Successful combat probers need to be able to locate targets in a single quick scan, or at most two. Pilots that have the Astrometrics skill levels required to do this, and have the experience necessary to use D-Scan intelligence to pinpoint those targets before scanning, are typically already trained into Covert Ops frigates anyway.
## Skills
While it is possible to explore with very minimal skills, having at least Astrometrics III, Astrometric Rangefinding II, Archaeology II, and Hacking II will make exploring much more enjoyable. Power Grid Management III and Jury Rigging I will help with getting a basic functional fit. The author does not recommend a serious attempt at exploration without these minimum skills. Also, keep in mind that training the racial frigate skill will significantly improve your probe scanning strength.
## Tactics
New exploration Magnate pilots should read the UniWiki guides to Exploration and Bookmarks, as well as attend Bookmarks (CORE class) and Exploration (CORE class), to learn tips and tricks from veteran explorers.
## Notes
You can add notes here.

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@@ -1,120 +0,0 @@
---
esi_data:
fitting_stats:
cpu_output: 140
high_slots: 4
low_slots: 5
med_slots: 2
powergrid_output: 67
rig_slots: 3
group: Frigate
hull_stats:
hp_armor: 500
hp_shield: 350
hp_structure: 450
name: Punisher
race: Unknown
skill_requirements:
- level: 1
skill_id: 3331
type_id: 597
velocity: 355
image: /597.png
last_updated: '2026-04-19T17:51:45.568350'
source: eve-university
source_stats:
armorem: 50
armorexp: 20
armorhp: 500
armorkin: 25
armortherm: 35
bandwidth: ''
bonuses: 104
capacitor: 400
cargohold: 135
class: Frigate
cpu: 140
dronebay: ''
externallinks: '[https://drive.google.com/file/d/1SV_sWWIinoheBaGZgL2nUVJGYwnsNJqJ/view
T Sky''s T1 Frigate Balance Report]'
extrahold: ''
extraholdtype: ''
faction: Amarr Empire
forumlinks: ''
grouping: Standard Frigates
highlights1: ''
highlights2: ''
highlights3: ''
highlights4: ''
highs: 4
hulltype: Punisher Class
inertia: 2.9
info: The Punisher is considered by many to be one of the best Amarr frigates in
existence. As evidenced by its heavy armaments, the Punisher is mainly intended
for large-scale military operations, acting in coordination with larger military
vessels. With its damage output, however, it is also perfectly capable of punching
its way right through unwary opponents.
launchers: 0
lows: 5
mass: 1190000
maxlockedtargets: 4
maxvelocity: 355
mediums: 2
powergrid: 67
quote: Harness the Good and punish the Evil.
quote_attribution: 114
reqskills: '*{{RequiredSkill|Amarr Frigate|I}}
** {{RequiredSkill|Spaceship Command|I}}'
scanres: 640
sensortype: RADAR
sensorvalue: 10
shieldem: 0
shieldexp: 50
shieldhp: 350
shieldkin: 40
shieldtherm: 20
shipid: 597
shipimg: Punisher.jpg
shipname: Punisher
sigradius: 37
structurehp: 450
targetrange: 25.0
tech: ''
totaltraintime: 250
turrets: 4
variations: '{{Ship|Vengeance}},{{Ship|Retribution}}'
volume: 28600
warpspeed: 5
warptime: 4.78
wikireferences: '[[Frigates]]<br>'
source_url: https://wiki.eveuniversity.org/Punisher
title: Punisher
type_id: 597
validation_score: 1.0
---
<img src="/597.png" alt="Punisher" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Punisher is an Amarr Combat Frigate. The Punisher has the most base hit points, turret hardpoints and powergrid of any Tech I frigate. The ships bonuses to armor resistances and laser capacitor cost reinforce these advantages, making it possible to fit the Punisher for extraordinary tank and damage output. Unfortunately, the Punisher is also unique among combat frigates in having only two mid slots, which means the ship can only fit a single tackle module alongside a propulsion module. The Punisher is also very slow (especially when fitted for armor tank). As a result, the Punisher is not a strong solo PvP ship; opponents can easily keep the Punisher pilot at a distance and escape tackle. Novice Amarr solo pilots are probably better served flying the Tormentor. On the other hand, the Punisher is popular in small-ship gangs and frigate fleets where it can play the role of general damage dealer or bait, and where fleetmates can provide tackle. The Punisher is also a durable PvE frigate for Level 1 missions and for the Sisters of EVE epic arc. As a result, the Punisher is a great first frigate for new Unistas who want to learn about fitting, weapons, and defensive systems.
The Punisher is typically fit with small beam lasers, so that it can hit opponents at any range. By swapping crystal ammo on the fly, Punisher pilots can tune their optimal beam laser range between 8 and 25 km. A Punishers low slots are often filled with active or passive armor defense modules, and rig slots with armor rigs. The Punishers bonus to armor resistances pairs extremely well with frigate logistics, and a gang of Punishers and Inquisitors can be tough to break.
## Skills
Amarr Frigate for the armor resist bonus and Hull Upgrades to fit a strong armor tank synergize very well. Higher resists make your logi's repairs on you stronger in fleets.
Armor Compensation skills for each damage type to make armor resistance modules even more effective.
Capacitor Management, Controlled Bursts, Fuel Conservation, and Amarr Frigate will all help with capacitor, as the Punisher is a very cap-hungry ship.
## Tactics
PvE-fitted Punishers follow the same basic pattern as other PvE frigates: fit a minimal active tank, an afterburner, and the biggest bonused guns you can. The Punishers tank and damage output make it a great beginner's PvE ship, except for one problem: the ship consumes cap like there is no tomorrow, especially when using an armor repairer. Novice Punisher pilots can address this by focusing their skill training on capacitor skills, and especially Capacitor Management, Controlled Bursts, Fuel Conservation, and Amarr Frigate.
PvP Punishers can play a variety of different roles in fleets and gangs--as traditional damage-dealers, as bait, as anti-support or anti-drone techs, just to name a few. Check with your FC on how your PvP Punisher fits into your fleets strategy. One thing to note is that the Punisher lacks a damage bonus for any particular weapons system, so counterintuitively it is not uncommon to see autocannons or blasters fitted onto Punishers in a fleet.
In solo PvP, you will almost always lack range control given you only have 2 mid-slots (no room for a web) so your initial positioning is everything.
## Notes
You can add notes here.

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@@ -1,121 +0,0 @@
---
esi_data:
fitting_stats:
cpu_output: 130
high_slots: 3
low_slots: 4
med_slots: 3
powergrid_output: 50
rig_slots: 3
group: Frigate
hull_stats:
hp_armor: 500
hp_shield: 350
hp_structure: 400
name: Tormentor
race: Unknown
skill_requirements:
- level: 1
skill_id: 3331
type_id: 591
velocity: 335
image: /591.png
last_updated: '2026-04-19T17:40:31.122975'
source: eve-university
source_stats:
armorem: 50
armorexp: 20
armorhp: 500
armorkin: 25
armortherm: 35
bandwidth: 10
bonuses: 105
capacitor: 425
cargohold: 130
class: Frigate
cpu: 130
dronebay: 20
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Amarr Empire
forumlinks: ''
grouping: Standard Frigates
highlights1: ''
highlights2: ''
highlights3: ''
highlights4: ''
highs: 3
hulltype: Tormentor Class
inertia: 3.1
info: The Tormentor has been in service for many decades. For most of that time
it saw service as a mining ship, its size barring it from making any kind of impact
on the battlefield. As with most Amarr ships, however, its strong defenses always
made it a tough opponent to crack, and with recent advances in turret capacitor
use and damage output, its lasers have now stopped digging into dead ore and are
instead focused on boring through the hulls of hapless vessels in combat.
launchers: 0
lows: 4
mass: 1080000
maxlockedtargets: 4
maxvelocity: 335
mediums: 3
powergrid: 50
quote: Bring forth the light of faith.
quote_attribution: 445
reqskills: '*{{RequiredSkill|Amarr Frigate|I}}
** {{RequiredSkill|Spaceship Command|I}}'
scanres: 620
sensortype: RADAR
sensorvalue: 9
shieldem: 0
shieldexp: 50
shieldhp: 350
shieldkin: 40
shieldtherm: 20
shipid: 591
shipimg: Tormentor.jpg
shipname: Tormentor
sigradius: 35
structurehp: 400
targetrange: 40.0
tech: ''
totaltraintime: 250
turrets: 3
variations: <i>none</i>
volume: 24398
warpspeed: 5
warptime: 4.64
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Tormentor
title: Tormentor
type_id: 591
validation_score: 1.0
---
<img src="/591.png" alt="Tormentor" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Tormentor is an Amarr Combat Frigate. It is an exceptional frigate for solo PvP, and is very commonly used in low-security faction warfare combat sites. The Tormentors bonuses to small laser damage and capacitor cost, coupled with the versatility of laser crystal ammo, allow it to apply damage at a variety of PvP ranges. In fleets, the Tormentor can also be used as a “second tackle” frigate, following up the initial tackler by applying a warp scrambler (“scram”) and stasis webifier (“web”) to targets. Overall, the Tormentor is a versatile combat ship, especially for new Amarr pilots.
The Tormentor is an excellent platform for learning about PvP, and especially solo and small-gang PvP in low-sec space. The ship is frequently fit as a scram-kiter, with the scram and web modules used to keep frigate opponents 8 km away while the pilot hits them with bonused beam lasers. The Tormentor can also be fit as a short-range brawler with pulse lasers, though it is not as tanky as other frigates that are commonly used in this role. The ship has the largest capacitor of any Tech I combat frigate, and this makes it especially good at holding tackle against opponents with neutralizers. It can also field two light combat drones (and carry four).
The Tormentor is a good PvE ship for low-level missions, but the sturdier Punisher may be a better PvE frigate for novice Amarr pilots. The Punishers two mid slots, however, make it substantially more difficult to fit for tackle than the Tormentor.
## Skills
Amarr Frigate for bonuses to both damage and capacitor. Capacitor is also used for armor repairer tank, so this helps your tank indirectly.
Small Energy Turret V is very helpful when flying PvP Tormentors with Pulse Lasers. The T2 Scorch ammo used with T2 Pulse Lasers projects damage extremely well to scram kiting ranges, making the Tormentor much more flexible to fight at farther ranges.
## Tactics
The Tormentor has fairly mediocre speed especially when fitted with armor plates as it often is. For solo or small-scale PvP this makes your initial positioning very important. If you are fit with pulse lasers you may want to start close, and if you are beam fit you may want to start farther away (though this varies somewhat depending on your opponent). Good initial position (for example, waiting at a good distance inside a Faction Warfare Complex for your opponents to come to you) gives you time to apply damage before an opponent can position themselves well.
In a beam Tormentor fit for scram kiting (scram, web, afterburner) the most common risk is that your opponent will get in a close orbit around your ship where your beams cannot track them. Ideally, you want to stay around your optimal range with Multifrequency ammo loaded.
In a pulse Tormentor, you need to decide whether to brawl in closer with Multifrequency or kite farther with Scorch. Which to choose depends on your opponent's ship and fit, you should try to maximize your damage while minimizing theirs. Keep in mind that even pulse lasers have worse tracking than blasters and autocannons, so there is still a risk opponents may orbit close to mitigate your damage.
## Notes
You can add notes here.

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@@ -1,127 +0,0 @@
---
esi_data:
fitting_stats:
cpu_output: 145
high_slots: 4
low_slots: 4
med_slots: 2
powergrid_output: 48
rig_slots: 2
group: Interceptor
hull_stats:
hp_armor: 575
hp_shield: 225
hp_structure: 525
name: Crusader
race: Unknown
skill_requirements:
- level: 5
skill_id: 3331
- level: 1
skill_id: 12092
type_id: 11184
velocity: 455
image: /11184.png
last_updated: '2026-04-19T17:45:24.181064'
source: eve-university
source_stats:
armorem: 50
armorexp: 30
armorhp: 575
armorkin: 25
armortherm: 35
bandwidth: ''
bonuses: 157.51010801006
capacitor: 415
cargohold: 90
class: Interceptor
cpu: 145
dronebay: ''
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Amarr Empire
forumlinks: ''
grouping: Interceptors
highlights1: Fast Target Locking Time
highlights2: ''
highlights3: ''
highlights4: ''
highs: 4
hulltype: Executioner Class
inertia: 3.2
info: 'Interceptors utilize a combination of advanced alloys and electronics to
reduce their effective signature radius. This, along with superior maneuverability
and speed, makes them very hard to target and track, particularly for high caliber
turrets. <br><br>Developer: Carthum Conglomerate<br><br>Carthum ships are the
very embodiment of the Amarrian warfare philosophy. Possessing sturdy armor and
advanced weapon systems, they provide a nice mix of offense and defense. On the
other hand, their electronic and shield systems tend to be rather limited. <br><br>'
launchers: 0
lows: 4
mass: 1050000
maxlockedtargets: 5
maxvelocity: 455
mediums: 2
powergrid: 48
quote: As swift as the judgement of the righteous.
quote_attribution: CEO Tarai Nakid
reqskills: '*{{RequiredSkill|Amarr Frigate|V}}
** {{RequiredSkill|Spaceship Command|I}}
* {{RequiredSkill|Interceptors|I}}
** {{RequiredSkill|Spaceship Command|III}}
** {{RequiredSkill|Evasive Maneuvering|V}}
*** {{RequiredSkill|Navigation|II}}'
scanres: 975
sensortype: RADAR
sensorvalue: 10
shieldem: 0
shieldexp: 60
shieldhp: 225
shieldkin: 40
shieldtherm: 20
shipid: 11184
shipimg: Crusader.jpg
shipname: Crusader
sigradius: 32
structurehp: 525
targetrange: 25.0
tech: 2
totaltraintime: 23224030
turrets: 4
variations: '{{Ship|Malediction}},{{Ship|Executioner}}'
volume: 28100
warpspeed: 5
warptime: 4.66
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Crusader
title: Crusader
type_id: 11184
validation_score: 1.0
---
<img src="/11184.png" alt="Crusader" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
Being the Amarr Combat Interceptor, the Crusader is a fierce ship to many other Frigates thanks to its incredible bonuses. Flown mostly as a Scram-kiter, the Crusader has the ability to keep an opponent at range, thanks to its raw speed, and plink away at the enemy's eHP with T2 Scorch ammo, or come in, orbit closely and fry them with IN Multifrequency or IN Gamma with little to no tracking problems.
The Crusader is an excellent ship to fly, for those wishing to take a step up from a Pulse Imperial Navy Slicer or a Pulse Executioner.
## Skills
Further information about additional or recommended skills to pilot Crusader for a specific or its common role(s) can be written here.
## Tactics
No sub-article about Crusader roles or piloting tactics. You can write them here.
## Patch History
## Notes
You can write additional notes for Crusader here.

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@@ -1,118 +0,0 @@
---
esi_data:
fitting_stats:
cpu_output: 150
high_slots: 3
low_slots: 4
med_slots: 3
powergrid_output: 36
rig_slots: 2
group: Interceptor
hull_stats:
hp_armor: 550
hp_shield: 325
hp_structure: 425
name: Malediction
race: Unknown
skill_requirements:
- level: 5
skill_id: 3331
- level: 1
skill_id: 12092
type_id: 11186
velocity: 470
image: /11186.png
last_updated: '2026-04-19T17:41:49.021086'
source: eve-university
source_stats:
armorem: 50
armorexp: 30
armorhp: 550
armorkin: 25
armortherm: 35
bandwidth: ''
bonuses: 54155808010060
capacitor: 355
cargohold: 98
class: Interceptor
cpu: 150
dronebay: ''
externallinks: ''
faction: Amarr Empire
grouping: Interceptors
highlights1: Fast Target Locking Time
highs: 3
hulltype: Executioner Class
inertia: 3.05
info: Interceptors utilize a combination of advanced alloys and electronics to reduce
their effective signature radius. This, along with superior maneuverability and
speed, makes them very hard to target and track, particularly for high caliber
turrets.
launchers: 3
lows: 4
mass: 1140000
maxlockedtargets: 5
maxvelocity: 470
mediums: 3
powergrid: 36
quote: They think size is a strength, show them it is a curse.
quote_attribution: King Khanid II
reqskills: '* {{RequiredSkill|Interceptors|I}}
** {{RequiredSkill|Evasive Maneuvering|V}}
*** {{RequiredSkill|Navigation|II}}
** {{RequiredSkill|Spaceship Command|III}}
* {{RequiredSkill|Amarr Frigate|V}}
** {{RequiredSkill|Spaceship Command|I}}'
scanres: 900
sensortype: RADAR
sensorvalue: 12
shieldem: 0
shieldexp: 60
shieldhp: 325
shieldkin: 40
shieldtherm: 20
shipid: 11186
shipimg: Malediction.jpg
shipname: Malediction
sigradius: 33
structurehp: 425
targetrange: 31.5
tech: 2
totaltraintime: 23224030
turrets: 3
variations: '{{Ship|Executioner}}, {{Ship|Crusader}}'
volume: 28100
warpspeed: 5
warptime: 4.82
source_url: https://wiki.eveuniversity.org/Malediction
title: Malediction
type_id: 11186
validation_score: 1.0
---
<img src="/11186.png" alt="Malediction" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Amarr fleet interceptor has an interesting set of bonuses being the only fleet interceptor with a bonus to tank. Though the Malediction's 4 low slots and resist bonus might suggest an armor plated fit, this is usually a bad idea since an interceptor's main strength is its speed. The resist bonus does however work well with an armor repairer in some circumstances.
The Malediction has 4 low slots and 3 mid slots, allowing it to fit the standard fleet tackler complement of either two tackle modules or a warp disruptor and a medium shield extender in its mids. The Malediction has a slightly above-average powergrid, making fitting a MSE slightly easier. The Malediction's 4 low slots and slightly higher base speed than the Ares means the Malediction can support the best speed fit among the fleet interceptors.
The Malediction's armor resist bonus means a small armor rep can give it a decent active armor tank and opens up options to use it as a brawling inty. The Malediction's four lows allow it to be speed and agility fit.
## Skills
Further information about additional or recommended skills to pilot Malediction for a specific or its common role(s) can be written here.
## Tactics
No sub-article about Malediction roles or piloting tactics. You can write them here.
## Notes
You can write additional notes for Malediction here.
## Patch History

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@@ -1,129 +0,0 @@
---
esi_data:
fitting_stats:
cpu_output: 425
high_slots: 8
low_slots: 3
med_slots: 6
powergrid_output: 875
rig_slots: 3
group: Attack Battlecruiser
hull_stats:
hp_armor: 1575
hp_shield: 2160
hp_structure: 1755
name: Naga
race: Unknown
skill_requirements:
- level: 1
skill_id: 33096
type_id: 4306
velocity: 195
image: /4306.png
last_updated: '2026-04-19T17:44:54.867082'
source: eve-university
source_stats:
armorem: 50
armorexp: 10
armorhp: 1575
armorkin: 25
armortherm: 45
bandwidth: 0
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capacitor: 2900
cargohold: 575
class: Attack Battlecruiser
cpu: 425
dronebay: 0
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Caldari State
forumlinks: ''
grouping: Standard Battlecruisers
highlights1: ''
highlights2: ''
highlights3: ''
highlights4: ''
highs: 8
hulltype: Naga Class
inertia: 0.525
info: The Naga was designed in YC 109 by Corporate Police Force as an anti-Guristas
ship, sacrificing the usual robust Caldari Navy standards in favor of supporting
battleship-class weaponry. It was rejected by Hyasyoda management for being overspecialized.<br><br>The
Naga design remained in the Hyasyoda archives, forgotten (save for a cameo in
the Gallente holo-series <i>CPF Blue</i>). In YC 113 the Caldari Navy entertained
contracts for a new tier of gunboat battlecruiser. Hyasyoda quickly submitted
and won with the Naga, underbidding both Kaalakiota and Ishukone.<br><br>The Naga
is effective in any campaign where fast, mobile firepower is required.
launchers: 0
lows: 3
mass: 15000000
maxlockedtargets: 8
maxvelocity: 195
mediums: 6
powergrid: 875
quote: Our legacy is one of strength.
quote_attribution: CEO Ahtonen Osmon
reqskills: '*{{RequiredSkill|Caldari Battlecruiser|I}}
** {{RequiredSkill|Spaceship Command|III}}
** {{RequiredSkill|Caldari Cruiser|III}}
*** {{RequiredSkill|Spaceship Command|II}}
*** {{RequiredSkill|Caldari Destroyer|III}}
**** {{RequiredSkill|Caldari Frigate|III}}
***** {{RequiredSkill|Spaceship Command|I}}'
scanres: 200
sensortype: Gravimetric
sensorvalue: 21
shieldem: 0
shieldexp: 50
shieldhp: 2160
shieldkin: 40
shieldtherm: 20
shipid: 4306
shipimg: Naga.jpg
shipname: Naga
sigradius: 215
structurehp: 1755
targetrange: 75.0
tech: ''
totaltraintime: 1211640
turrets: 8
variations: <i>none</i>
volume: 252000
warpspeed: 3.5
warptime: 10.92
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Naga
title: Naga
type_id: 4306
validation_score: 1.0
---
<img src="/4306.png" alt="Naga" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Naga is the Caldari Navy's entry in the "see who can fit the biggest stick on the smallest ship" competition, and it certainly makes an impression. As with the other attack battlecruisers, the Naga has a tissue paper tank, but reaps the benefits of Battleship-grade weaponry (of which range is the most important to the fragile ship). Of the four, the Naga is by far the easiest to fit for sniper combat due to the natural range of railguns coupled with the optimal range hull bonus. With Tech 2 railguns and good skills, the Naga can reach ranges of upwards of 200km.
## Skills
Sharpshooter to at least 4 to extend the range of your guns. Sharpshooter 5 is a requirement for Tech 2 large railguns.
Micro Jump Drive Operation is not critical, but helpful, as a micro jump drive will significantly help with range control.
Unlike other ships of this size, the Naga usually sacrifices all tank in favour of range, so Tech 2 tanking skills are not required.
## Tactics
Range control is the most important tactic for the fragile Naga. A micro jump drive or microwarpdrive is ideal for keeping enemies outside of their weapon ranges. With a range of over 200km, the Naga can out snipe most ships provided it can keep them from getting under its guns, where the naturally poor tracking of railguns will afford them near complete safety.
## Notes
Naga/Nagi are supernatural half-human, half-serpent beings common across the legends of many south and southeast Asian cultures, and incorporated into some forms of Buddhism, Hinduism, Jainism, and more local religious practices. The word naga in Sanskrit (नाग) means "snake" or "cobra", and descends from the same Proto-Indo-European ancestor-word as English snake.
The Naga was a contestant in the create-a-starship contest.
## Patch History

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@@ -1,131 +0,0 @@
---
esi_data:
fitting_stats:
cpu_output: 750
high_slots: 7
low_slots: 5
med_slots: 7
powergrid_output: 11000
rig_slots: 3
group: Battleship
hull_stats:
hp_armor: 6380
hp_shield: 7700
hp_structure: 7040
name: Raven
race: Unknown
skill_requirements:
- level: 1
skill_id: 3338
type_id: 638
velocity: 113
image: /638.png
last_updated: '2026-04-19T17:43:43.807849'
source: eve-university
source_stats:
armorem: 50
armorexp: 10
armorhp: 6380
armorkin: 25
armortherm: 45
bandwidth: 50
bonuses: 510100505
capacitor: 5500
cargohold: 830
class: Battleship
cpu: 750
dronebay: 75
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Caldari State
forumlinks: ''
grouping: Standard Battleships
highlights1: High Amount of High Slots
highlights2: ''
highlights3: ''
highlights4: ''
highs: 7
hulltype: Raven Class
inertia: 0.12
info: The Raven is the powerhouse of the Caldari Navy. With its myriad launcher
slots and powerful shields, few ships can rival it in strength or majesty.
launchers: 6
lows: 5
mass: 99300000
maxlockedtargets: 7
maxvelocity: 113
mediums: 7
powergrid: 11000
quote: A visit from the Raven is a visit from death itself.
quote_attribution: Guristas Pirate after surrender to State forces
reqskills: '*{{RequiredSkill|Caldari Battleship|I}}
** {{RequiredSkill|Spaceship Command|IV}}
** {{RequiredSkill|Caldari Battlecruiser|III}}
*** {{RequiredSkill|Spaceship Command|III}}
*** {{RequiredSkill|Caldari Cruiser|III}}
**** {{RequiredSkill|Spaceship Command|II}}
**** {{RequiredSkill|Caldari Destroyer|III}}
***** {{RequiredSkill|Caldari Frigate|III}}
****** {{RequiredSkill|Spaceship Command|I}}'
scanres: 111
sensortype: Gravimetric
sensorvalue: 22
shieldem: 0
shieldexp: 50
shieldhp: 7700
shieldkin: 40
shieldtherm: 20
shipid: 638
shipimg: Raven.jpg
shipname: Raven
sigradius: 410
structurehp: 7040
targetrange: 90.0
tech: ''
totaltraintime: 3205510
turrets: 4
variations: '{{Ship|Raven Navy Issue}}, {{Ship|Raven State Issue}}, {{Ship|Golem}}'
volume: 470000
warpspeed: 3
warptime: 16.52
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Raven
title: Raven
type_id: 638
validation_score: 1.0
---
<img src="/638.png" alt="Raven" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Raven is an iconic missile boat, the fifth entry in the Caldari line of missile flinging monsters after the Kestrel, Corax, Caracal, and Drake. It has a rate of fire bonus for all battleship-sized missile launchers and a velocity bonus for cruise missiles and torpedoes, which increases their effective range. This range bonus makes it possible to create cruise missile fits that reach up to 300 km, the maximum lock range of subcapitals.
The Raven is very popular for PvE combat since it can keep range and use any missile ammunition equally well, allowing free choice of damage type to target NPCs' weaknesses. It is also a good stepping stone to the Tech 2 Golem.
The Raven also sees some use in PvP. Cruise missile fits, for example, are popular in larger scale structure defenses.
## Skills
Caldari Battleship to IV to take advantage of the dps and range bonuses.
Cruise Missiles, Torpedoes, and Heavy Missiles to V and the associated specialization skills to III to take advantage of tech 2 launchers and the dps bonus.
All of the skills for a full tech 2 shield tank.
Perfect or near-perfect missile support skills.
Perfect drone skills to squeeze as much damage as possible out of your small drone bay.
## Tactics
You can either fit a micro jump drive and cruise missiles and kite, or you can fit a microwarpdrive and torpedoes to brawl.
## Notes
The Raven is a rare example of an EVE ship that has a name meaning the same thing as the name of another ship: "corax" also means "raven".
## Patch History

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@@ -1,130 +0,0 @@
---
esi_data:
fitting_stats:
cpu_output: 810
high_slots: 8
low_slots: 4
med_slots: 7
powergrid_output: 15000
rig_slots: 3
group: Battleship
hull_stats:
hp_armor: 7700
hp_shield: 9350
hp_structure: 8250
name: Rokh
race: Unknown
skill_requirements:
- level: 1
skill_id: 3338
type_id: 24688
velocity: 89
image: /24688.png
last_updated: '2026-04-19T17:49:54.427262'
source: eve-university
source_stats:
armorem: 50
armorexp: 10
armorhp: 7700
armorkin: 25
armortherm: 45
bandwidth: 75
bonuses: 104100505
capacitor: 6000
cargohold: 820
class: Battleship
cpu: 810
dronebay: 125
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Caldari State
forumlinks: ''
grouping: Standard Battleships
highlights1: High Amount of High Slots
highlights2: ''
highlights3: ''
highlights4: ''
highs: 8
hulltype: Rokh Class
inertia: 0.136
info: Having long suffered the lack of an adequate hybrid platform, the Caldari
State's capsule pilots found themselves rejoicing as the Rokh's design specs were
released. A fleet vessel if ever there was one, this far-reaching and durable
beast is expected to see a great deal of service on battlefields near and far.
launchers: 4
lows: 4
mass: 105300000
maxlockedtargets: 7
maxvelocity: 89
mediums: 7
powergrid: 15000
quote: You cannot out run the wind, for its reach is without limit.
quote_attribution: 'Excerpt from Meditations on the Way: Book of the Cold Wind'
reqskills: '*{{RequiredSkill|Caldari Battleship|I}}
** {{RequiredSkill|Spaceship Command|IV}}
** {{RequiredSkill|Caldari Battlecruiser|III}}
*** {{RequiredSkill|Spaceship Command|III}}
*** {{RequiredSkill|Caldari Cruiser|III}}
**** {{RequiredSkill|Spaceship Command|II}}
**** {{RequiredSkill|Caldari Destroyer|III}}
***** {{RequiredSkill|Caldari Frigate|III}}
****** {{RequiredSkill|Spaceship Command|I}}'
scanres: 98
sensortype: Gravimetric
sensorvalue: 24
shieldem: 0
shieldexp: 50
shieldhp: 9350
shieldkin: 40
shieldtherm: 20
shipid: 24688
shipimg: Rokh.jpg
shipname: Rokh
sigradius: 500
structurehp: 8250
targetrange: 108
tech: ''
totaltraintime: 3205510
turrets: 8
variations: ''
volume: 470000
warpspeed: 3
warptime: 19.85
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Rokh
title: Rokh
type_id: 24688
validation_score: 1.0
---
<img src="/24688.png" alt="Rokh" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Rokh is a battleship with bonuses to large hybrid range and shield tanking. The Rokh is the battleship entry in the Caldari line of thickly tanked snipers, after the Merlin, Cormorant, Moa, and Ferox. The bonus to optimal range along with the natural long range of railguns makes them one of the easier battleships to set up for sniping while maintaining a strong tank. The Crucible buff to hybrids has given the Rokh a new lease of life and it now competes in fleet fights on an equal footing with Apocalypses and Maelstroms.
In PvE, the Rokh is very slow and suffers from serious application issues - the Raven is much more effective in almost all PvE scenarios.
## Skills
Large Hybrid Turret to V to use Tech 2 large railguns.
Sharpshooter to V to use Tech 2 large railguns.
Large Railgun Specialization to at least IV to take advantage of the extra DPS.
All of the skills for a full Tech 2 shield tank.
## Tactics
No sub-article about Rokh roles or piloting tactics. You can write them here.
## Notes
The rokh or roc is a giant predatory bird which appears in Arabic and Persian legends, including some parts of the One Thousand and One Nights.
## Patch History

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@@ -1,131 +0,0 @@
---
esi_data:
fitting_stats:
cpu_output: 750
high_slots: 5
low_slots: 5
med_slots: 8
powergrid_output: 9500
rig_slots: 3
group: Battleship
hull_stats:
hp_armor: 6050
hp_shield: 7700
hp_structure: 7150
name: Scorpion
race: Unknown
skill_requirements:
- level: 1
skill_id: 3338
type_id: 640
velocity: 94
image: /640.png
last_updated: '2026-04-19T17:48:24.781592'
source: eve-university
source_stats:
armorem: 50
armorexp: 10
armorhp: 6050
armorkin: 25
armortherm: 45
bandwidth: 75
bonuses: 1525100505
capacitor: 5500
cargohold: 690
class: Battleship
cpu: 750
dronebay: 75
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Caldari State
forumlinks: ''
grouping: Standard Battleships
highlights1: High Amount of Medium Slots
highlights2: ''
highlights3: ''
highlights4: ''
highs: 5
hulltype: Scorpion Class
inertia: 0.116
info: The first Scorpion-class battleship was launched only a couple of years ago,
and those that have been built are considered to be prototypes. Little is known
of its capabilities, but what has been garnered suggests that the Scorpion is
crammed to the brink with sophisticated hi-tech equipment that few can match.
launchers: 4
lows: 5
mass: 103600000
maxlockedtargets: 7
maxvelocity: 94
mediums: 8
powergrid: 9500
quote: Truth is like venom to the dishonorable mind.
quote_attribution: CEO Alakoni Ishanoya
reqskills: '*{{RequiredSkill|Caldari Battleship|I}}
** {{RequiredSkill|Spaceship Command|IV}}
** {{RequiredSkill|Caldari Battlecruiser|III}}
*** {{RequiredSkill|Spaceship Command|III}}
*** {{RequiredSkill|Caldari Cruiser|III}}
**** {{RequiredSkill|Spaceship Command|II}}
**** {{RequiredSkill|Caldari Destroyer|III}}
***** {{RequiredSkill|Caldari Frigate|III}}
****** {{RequiredSkill|Spaceship Command|I}}'
scanres: 143
sensortype: Gravimetric
sensorvalue: 24
shieldem: 0
shieldexp: 50
shieldhp: 7700
shieldkin: 40
shieldtherm: 20
shipid: 640
shipimg: Scorpion.jpg
shipname: Scorpion
sigradius: 480
structurehp: 7150
targetrange: 108.0
tech: ''
totaltraintime: 3205510
turrets: 4
variations: '{{Ship|Widow}}, <br>{{Ship|Scorpion Navy Issue}}, <br>{{Ship|Rattlesnake}}'
volume: 468000
warpspeed: 3
warptime: 16.66
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Scorpion
title: Scorpion
type_id: 640
validation_score: 1.0
---
<img src="/640.png" alt="Scorpion" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Scorpion gets a bonus to jammer strength and a large bonus to range. The scorpion has 8 mid slots and 5 low slots, but because the mids are largely taken up by jammers it is usually armor tanked with its 5 lows, and as a result it has a comparatively weak tank for a battleship. Due to its unrivaled ECM abilities and its comparatively weak tank for its size it is almost always targeted first in any fleet engagement. The Scorpion is the final entry in the Caldari line of ECM ships after the Griffin and Blackbird.
## Skills
Caldari Battleship to at least IV to take advantage of the massive strength and range bonuses to your jammers.
Electronic Warfare to at least IV to utilize T2 jammers and T2 signal distortion amplifiers.
Frequency Modulation, Long Distance Jamming, and Signal Dispersion to at least IV to boost the strength and range of your jammers.
All the skill to field a full tech 2 armor or shield tank to boost your survivability.
Heavy Missiles, Cruise Missiles, or Torpedoes are not essential, but will help to squeeze some dps out of your four launcher slots. Alternatively, train Capacitor Emission Systems to level 5 to fit tech 2 large neuts.
## Tactics
There are two ways to fit the Scorpion.
The first way is to fit a shield tank and a small number of jammers in the mid slots and signal distortion amplifiers in the lows. This path banks on the higher chance of your jams actually landing to fit a stronger tank.
The second way is to fit a full rack of 8 rainbow jammers in the mid slots and an armor tank in the low slots. This method relies on the sheer number of jammers it has to actually land the jam. This method is generally more popular because you have more chances to land a jam.
## Notes
You can add notes here.
## Patch History

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@@ -1,144 +0,0 @@
---
esi_data:
fitting_stats:
cpu_output: 500
high_slots: 7
low_slots: 4
med_slots: 6
powergrid_output: 830
rig_slots: 3
group: Combat Battlecruiser
hull_stats:
hp_armor: 3250
hp_shield: 5500
hp_structure: 3750
name: Drake
race: Unknown
skill_requirements:
- level: 1
skill_id: 33096
type_id: 24698
velocity: 150
image: /24698.png
last_updated: '2026-04-19T17:46:35.794822'
source: eve-university
source_stats:
armorem: 50
armorexp: 10
armorhp: 3250
armorkin: 25
armortherm: 45
bandwidth: 25
bonuses: 4102550
capacitor: 2500
cargohold: 450
class: Combat Battlecruiser
cpu: 500
dronebay: 25
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Caldari State
forumlinks: ''
grouping: Standard Battlecruisers
highlights1: Can use Command Burst module
highlights2: High Amount of High Slots
highlights3: ''
highlights4: ''
highs: 7
hulltype: Drake Class
inertia: 0.65
info: Of the meticulous craftsmanship the Caldari are renowned for, the Drake was
born. It was found beneath such a ship to rely on anything other than the time-honored
combat tradition of missile fire, while the inclusion of sufficient CPU capabilities
for decent electronic warfare goes without saying.
launchers: 6
lows: 4
mass: 13500000
maxlockedtargets: 8
maxvelocity: 150
mediums: 6
powergrid: 830
quote: It has been brought.
quote_attribution: Unknown Caldari Pilot
reqskills: '*{{RequiredSkill|Caldari Battlecruiser|I}}
** {{RequiredSkill|Spaceship Command|III}}
** {{RequiredSkill|Caldari Cruiser|III}}
*** {{RequiredSkill|Spaceship Command|II}}
*** {{RequiredSkill|Caldari Destroyer|III}}
**** {{RequiredSkill|Caldari Frigate|III}}
***** {{RequiredSkill|Spaceship Command|I}}'
scanres: 195
sensortype: Gravimetric
sensorvalue: 19
shieldem: 0
shieldexp: 50
shieldhp: 5500
shieldkin: 40
shieldtherm: 20
shipid: 24698
shipimg: Drake.jpg
shipname: Drake
sigradius: 295
structurehp: 3750
targetrange: 65.0
tech: ''
totaltraintime: 1211640
turrets: 0
variations: '{{Ship|Nighthawk}}, {{Ship|Drake Navy Issue}}, {{Ship|Alligator}}'
volume: 252000
warpspeed: 3.5
warptime: 12.16
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Drake
title: Drake
type_id: 24698
validation_score: 1.0
---
<img src="/24698.png" alt="Drake" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Drake, well-known for its excellent tanking abilities, is a very popular PvE ship. In PvE, the Drake can be passively shield-tanked for a stronger tank than a battleship, making L3 missions easy and L4 missions a possibility. However, without very good missile skills L4's will take a long time.
The Drake has fluctuated in popularity for PvP. Currently its damage bonuses are focused on kinetic missiles, making it less versatile overall. However, its low cost, good missile range, and potential to mount an extremely tough buffer tank makes it attractive despite its damage limitations. And its skill training aligns with high damage missile hulls such as the Cerberus and Tengu.
The Drake is quite easy to skill for and pilot competently. Its tank bonus makes it forgiving of mistakes, and missiles are an easy to use weapon system that doesn't require the pilot to worry much about angular velocity and range. While it's easy to make it a good L3 mission boat, it's hard to make it fantastic: it is quite slow, without T2 launchers and ammo it only does okay DPS, and clever piloting can't be used to increase missile damage like it can with turrets.
## Skills
Skill & Level EffectExplanation Base Skills
4% bonus to all shield resistances
10% bonus to Kinetic Heavy Missile Heavy Assault Missile damage While you can start missioning with this skill at III, skilling to at least IV will provide a foundation of decent tank and decent DPS.
5% bonus to heavy missile damage per skill level. Heavy Missiles, due to their long range, are often used in Level 3 mission fits. Train to IV to maximise your time/benefit ratio. 5% bonus to heavy assault missile damage per skill level. Drakes are used in Factional Warfare PvP, often fit with Heavy Assault Missiles. Heavy Assault Missiles have a shorter range than Heavy Missiles. Missile Skills 2% Bonus to missile launcher rate of fire per skill level. This skill is required to operate any rocket or missile launcher. Training it also increases your rate of fire, which means more damage dealt per second. 3% bonus to missile launcher rate of fire per level. Rapid Launch increases your rate of fire, increasing damage dealt per second. 2% bonus to all missile damage per skill level. Simply deals a direct increase to damage dealt. 10% bonus to all missiles' maximum velocity per level. While this skill decreases the time it takes for missiles to actually deal their damage, it also increases their range. A missile that travels faster is a missile that travels further. 10% decrease per level in factor of target's velocity for all missiles. Even though this skill doesn't increase on-paper DPS, it does increase your actual in-game damage application. As a target's speed becomes less of a factor, more damage is applied. This is especially helpful against smaller, faster ships. If you're more familiar with turrets, this is analogous to better tracking speed. 10% bonus to all missiles' maximum flight time per level. Like Missile Projection, this skill increases range, just in a different way. Instead of making your missiles faster, it makes them fly longer. Support Skills 5% reduction per skill level in the CPU needs of weapon turrets, launchers, and smartbombs. Helps with fitting a ship by decreasing the (often large) CPU requirements of weapons. Skills:Engineering
Various effects. Engineering skills as needed to fit your ship properly. Shield Skills 5% reduction in shield recharge time per skill level. This basic shield skill allows you to fit shields but also helps with passive buffer tanks that rely on shield regeneration to tank incoming DPS. 5% bonus to shield capacity per skill level. This skill gives a bonus to shield capacity. Larger shield capacity allows for more shield regeneration, again helping passive buffer tanks. Reduces the chance of damage penetrating the shield when it falls below 25% by 5% per skill level, with 0% chance at level 5.
This skill reduces the change of damage "leakage" between shields and armor. Training it to IV allows for the use of T2 active shield hardeners, one of the building blocks of a good T2 shield tank. 5% reduction in shield upgrade powergrid needs.
This skill helps with fitting shields to your ship by reducing how much power they need. Training it to IV allows for the use of T2 shield extenders, T2 passive shield hardeners, T2 shield rechargers , , , 5% bonus to resistance per level for Shield Amplifiers Improves the effectiveness of passive shield hardeners. Drone Skills Can operate 1 drone per skill level. Train Drones to V to operate 5 drones. It's important to have a full set of Drones to maximize the effectiveness of your Drake, especially against smaller targets that your Heavy Missiles might have a harder time killing. The Drake only has enough drone bandwidth and dronebay to support 5 light drones, but skilling up those 5 drones can help increase your effectiveness greatly. 5% Bonus to damage of light drones per level. Increase the effectiveness of your drones by making their pew pew more powerful. Drone control range increased by 5,000 meters per skill level. Useful if you want to attack things that are far away. 5% increase in drone MicroWarpdrive speed per level. Helps your drones get to their targets faster. 5% bonus to drone shield, armor and hull hit points per level. Drones are pretty fragile. This skill will make them a little less fragile, but only a little less. Increases drone optimal range. This skill is important for sentry drones (due to their immobility) in particular, but can provide a little boost for combat drones as well, despite combat drones having MWDs. Advanced Skills , , Allows use of Heavy Missile Launcher II and T2 Heavy Missiles This train may not be worth it if you're just leveling up to Level 4 missions. However, if you've got a Tengu in your future, or if you're grinding Level 3 missions for standings, you'll want to train this sooner rather than later. , , Allows use of Heavy Assault Missile Launcher II and T2 Heavy Assault Missiles Same as above. 5% decrease per level in factor of signature radius for all missile explosions. Like Target Navigation Prediction, this skill helps take the edge off smaller targets. This is in the advanced skill category as it requires Missile Launcher Operation V as a prerequisite. , Reduces CPU and Powergrid requirements, respectively, for weapons. If you're going to try to fit T2 launchers on a Drake, you're probably going to want this. These skills will also make fitting many other ships much easier. , Gallente Drone Specialization IV Allows T2 Gallente light drones. Substitute any other racial variant for the Drone Specialization skill. If you want to squeeze the most DPS out of the Drake's tiny drone bay, T2 drones are the way to go. They're expensive but worth it. They're superior to T1 drones in almost every way. Allows for the use of the Damage Control II module. Although many Drake fits do not use a DCII module, it can be useful in some cases.
This list of skills may seem daunting at first, but you don't need all of them to start doing things! Make it up as you go -- start doing what you want to do and figure out where you need to go from there. You may start with a weak shield and weak missile DPS, but you can have fun right away.
Remember as well that all of these skills are useful for fitting other ships. You're not going to somehow outgrow these skills, even if you outgrow your Drake.
## Tactics
If you are coming to the Drake from L2 missions, you are probably used to flying into the middle of the NPCs and killing everything. That's a good way to get yourself killed in an L3 mission; many feature enough NPC firepower to overwhelm even a Drake's tank. Here are a few pointers to start L3 missioning in a Drake:
If the mission is unfamiliar to you, read about it on EVE-Survival.
Because the Drake is almost always passively tanked, you have no tools apart from running to mitigate excessive damage. If your shield drops to 50%, align to a celestial and start your afterburner. If it drops to the 25% alarm, warp out, dock, and then come back for more later. When you do come back, warp in at a long range (like 50 or 100km).
Remember that the Drake is big and slow. You won't be able to sig tank or speed tank incoming damage. Range can be one the most effective ways of mitigating incoming DPS while piloting a Drake.
Shoot the biggest NPCs first (usually other Battlecruisers); they're the ones damaging you the most.
However if you're out of range of the Battlecruisers and you're being hit by something else, shoot that instead. Shooting at the "wrong target" is better than not shooting at all.
Against Sansha and Blood Raiders, use Mjolnir Heavy Missiles unless you have Caldari Battlecruiser V. In all other cases, use Scourge Heavy Missiles.
Orbiting the NPC blob at 30km works reasonably well.
## Notes
The name of the Drake could have come from the legendary English explorer and pirate, but given the avian theme of the Caldari ships, it is more likely that the ship was named for the official name of a male duck.
The quote "It has been brought" references the long-running joke in the EVE community of "Can I bring my Drake?" The origins of this joke come from the time when the Drake was almost the only ship used by newer pilots for PvE (it has since been nerfed, but is still popular). So, when these pilots began exploring PvP, the Drake was pretty much the only ship they had and knew how to fly effectively. This led to fleet commanders often being asked: "Can I bring my Drake?" This happened so regularly that many FCs would become very annoyed at being asked this question, and thus players began to use it just to annoy FCs. The ship was eventually nerfed, but the question is still repeated in fleet form-ups (often excessively) purely for its joke value.
## Patch History

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@@ -1,125 +0,0 @@
---
esi_data:
fitting_stats:
cpu_output: 515
high_slots: 7
low_slots: 4
med_slots: 6
powergrid_output: 1150
rig_slots: 3
group: Combat Battlecruiser
hull_stats:
hp_armor: 3500
hp_shield: 5250
hp_structure: 4000
name: Ferox
race: Unknown
skill_requirements:
- level: 1
skill_id: 33096
type_id: 16227
velocity: 145
image: /16227.png
last_updated: '2026-04-19T17:48:41.572136'
source: eve-university
source_stats:
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cargohold: 475
class: Combat Battlecruiser
cpu: 515
dronebay: 25
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Caldari State
forumlinks: ''
grouping: Standard Battlecruisers
highlights1: Can use Command Burst module
highlights2: High amount of High Slots
highlights3: ''
highlights4: ''
highs: 7
hulltype: Ferox Class
inertia: 0.66
info: Designed as much to look like a killing machine as to be one, the Ferox will
strike fear into the heart of anyone unlucky enough to get caught in its crosshairs. With
the potential for sizable armament as well as tremendous electronic warfare capability,
this versatile gunboat is at home in a great number of scenarios.
launchers: 0
lows: 4
mass: 14250000
maxlockedtargets: 8
maxvelocity: 145
mediums: 6
powergrid: 1150
quote: Clear action requires unquestioned dominance.
quote_attribution: Executive General Heika Torigo
reqskills: '*{{RequiredSkill|Caldari Battlecruiser|I}}
** {{RequiredSkill|Spaceship Command|III}}
** {{RequiredSkill|Caldari Cruiser|III}}
*** {{RequiredSkill|Spaceship Command|II}}
*** {{RequiredSkill|Caldari Destroyer|III}}
**** {{RequiredSkill|Caldari Frigate|III}}
***** {{RequiredSkill|Spaceship Command|I}}'
scanres: 195
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shieldem: 0
shieldexp: 50
shieldhp: 5250
shieldkin: 40
shieldtherm: 20
shipid: 16227
shipimg: Ferox.jpg
shipname: Ferox
sigradius: 325
structurehp: 4000
targetrange: 75.0
tech: ''
totaltraintime: 1211640
turrets: 6
variations: '{{Ship|Vulture}}, {{Ship|Ferox Navy Issue}}'
volume: 252000
warpspeed: 3.5
warptime: 11.75
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Ferox
title: Ferox
type_id: 16227
validation_score: 1.0
---
<img src="/16227.png" alt="Ferox" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Ferox is generally more popular as a PvP ship than a PvE ship, as when in combat with NPCs, the limited range of blasters or limited damage of railguns do not combine well with the Ferox's slow speed and large signature radius.
In particular, the Ferox has spent several years as one of the most popular ships in very large nullsec fleets. It is cheap, durable, and its railguns can project damage to very long ranges. Its popularity has resulted in it receiving several nerfs over 2018 and 2019, but it is still a solid low-tech, even -usable, fleet ship. (It speaks volumes that two of its great competitors in this role, the Eagle and Muninn, are both Heavy Assault Cruisers and thus significantly more expensive and skill-intensive, and the Ferox still sees significant use.)
Outside of nullsec fleets, the Ferox also sees popularity in lowsec as a brawling-blaster platform, relying on its innately thick battlecruiser hull, six turret hardpoints, and often an XL Ancillary Shield Booster, to grind enemies apart faster than they can break through it.
## Skills
Further information about additional or recommended skills to pilot Ferox for a specific or its common role(s) can be written here.
## Tactics
No sub-article about Ferox roles or piloting tactics. You can write them here.
## Notes
The Ferox is a type of trout found in the lakes of the British Islands of Great Britain and Ireland.
## Patch History

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@@ -1,158 +0,0 @@
---
esi_data:
fitting_stats:
cpu_output: 425
high_slots: 4
low_slots: 3
med_slots: 6
powergrid_output: 525
rig_slots: 3
group: Cruiser
hull_stats:
hp_armor: 1200
hp_shield: 1400
hp_structure: 1400
name: Blackbird
race: Unknown
skill_requirements:
- level: 1
skill_id: 3334
type_id: 632
velocity: 190
image: /632.png
last_updated: '2026-04-19T17:38:27.841136'
source: eve-university
source_stats:
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grouping: Standard Cruisers
highlights1: ''
highlights2: ''
highlights3: ''
highlights4: ''
highs: 4
hulltype: Blackbird Class
inertia: 0.48
info: The Blackbird is a small high-tech cruiser newly employed by the Caldari Navy.
Commonly seen in fleet battles or acting as wingman, it is not intended for head-on
slugfests, but rather delicate tactical situations.
launchers: 3
lows: 3
mass: 13190000
maxlockedtargets: 8
maxvelocity: 190
mediums: 6
powergrid: 525
quote: When information is reality, a lack of data is fatal.
quote_attribution: Dr. Holene Vailakkel
reqskills: '*{{RequiredSkill|Caldari Cruiser|I}}
** {{RequiredSkill|Spaceship Command|II}}
** {{RequiredSkill|Caldari Destroyer|III}}
*** {{RequiredSkill|Caldari Frigate|III}}
**** {{RequiredSkill|Spaceship Command|I}}'
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shieldhp: 1400
shieldkin: 40
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shipid: 632
shipimg: Blackbird.jpg
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targetrange: 85.0
tech: ''
totaltraintime: 191530
turrets: 3
variations: '{{Ship|Falcon}},{{Ship|Rook}}'
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warptime: 8.78
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Blackbird
title: Blackbird
type_id: 632
validation_score: 1.0
---
<img src="/632.png" alt="Blackbird" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Blackbird is the Caldari EWAR cruiser, and is bonused for ECM. The blackbird has hull bonuses to jammer range as well as strength, allowing it to fight from much further out than a Griffin, which is great for an EWAR ship. The Blackbird also has the mid slots to support a rainbow fit of 4 racial jammers with 2 mids and 3 lows to spare, allowing the flexibility of a propulsion module and a shield or armor tank module.
## Skills
There are several skills which will improve your abilities as an ECM pilot:
Caldari Cruiser - Skills for the specific types of ship you are flying will give you the greatest improvement in ECM effectiveness. 15% bonus to ECM Target Jammer strength per level. +12.5% bonus to ECM Target Jammer optimal range and falloff per level. Requires Spaceship Command III and Caldari Destroyer III.
Long Range Targeting - 5% Bonus to targeting range per skill level. Requires CPU Management II.
Frequency Modulation - Increases the falloff distance (this will be explained later) of your ECM modules by 10% per level. Requires CPU Management III and Electronic Warfare II.
Long Distance Jamming - Increases the optimal range of your ECM modules by 10% per level. Requires CPU Management IV and Electronic Warfare III.
Electronic Superiority Rigging - This will allow you to use the ECM rigs. (See section on ECM modules). Requires Jury Rigging III and Mechanics III.
Signal Dispersion - Increases your jam strength by 5% per level. This skill requires CPU Management V and Electronic Warfare IV. If you have decided that you really enjoy being an EWAR pilot this is a great skill to work towards, but it certainly isn't required to have fun flying ECM in fleets.
Source: ECM Guide
## Tactics
(For a general guide and introduction refer to EWAR Guide and ECM Guide)
The following refers specifically to flying a Blackbird:
A ship's fit supports the pilot and allows the pilot to utilize certain piloting techniques and abilities. So a specialized or ultra specialized fit could only be good for a certain kind of high ace pilot or only in a certain situation.
For ECM, there are various considerations which some prioritize over others but generally fits seek to accomplish as many of them as they can so that the pilot can make use of such benefits.
### Pre-engagement Bookmarks
This has the least to do with the fit, but the most to do with the pilot's abilities. Having tactical on grid and off grid bookmarks to use to manoeuvre around the battle, instead of using your MWD all the time (which you won't find of much use brawling on gates often compared to another jammer). Just imagine the battle area in your mind and choose the appropriate bookmark to get the job done. Drop a BM as you warp off a gate/celestial or as you land on grid to one. Then warp back to it and name it "nearest object distance". If it is towards the sun, away from, westward from sun or eastward from sun, up or down, you can put that in too if you use more than 1 tactical near an object. This is also a lot safer than warping to optimals on people where you don't know what is going on.
### Range control
This is one of the most important aspects, as Blackbirds utilize a range bonus to become similar to sniper damage dealers in the sense that they don't have enough tank and can't do much brawling without dying. Since most Battlecruiser short weapons have a max range of 20-25 km, simply being outside that range gives the ECM blackbird a certain degree of safety. Without tacticals, you will find it difficult to impossible to control range against frigates, and it doesn't matter if you try to use a MWD either. Tacklers are faster and won't run out of cap using them for most tackler builds. Because people can warp to fleet mates, having enemies close to you is a sign somebody is going to come and kill you soon. Pay attention to the range of ships and their negative radial velocity on the overview.
### Being Pre-aligned
Since the Caldari cruiser isn't very nimble, it is vital to be aligned to a tactical bookmark or celestial before you start engaging in jamming or DPS. Thus a Blackbird pilot should pre align before he activates offensive modules. This allows withdrawal from the battlefield or a bounce literally at the speed of the pilot's own reflexes. The moment you know you are in danger and want to get out, you can warp out, rather than having to wait 6 or more seconds to align out, which is plenty of time for frigates and destroyers to lock you. It's better to bounce to a close tactical (e.g. 1000-5000km), since it takes a long time to travel 14AU and back again and the battle will probably be over by the time you get back.
### Tank
This is something many consider less important but for newer pilots, they will need to prioritize it a bit higher. The more battle experience a new pilot gets, the more effective they become at the job, but that doesn't work out too well when you die in the first salvo before you can even align.
When roaming around certain low sec regions, pirates sometimes use ships with high alpha damage potential such as the Tornado, so having a tank that can survive 1 or 2 alpha strikes could mean the difference between a pilot being left in a capsule or rookie ship gaining no ECM experience and being in an ECM boat roaming with the fleet gaining valuable experience. Without a buffer to increase your time on grid before in pod, you will never get the time to practise any of your piloting techniques.
### Anti-drone Defenses
Having smaller guns or launchers to deal with drone aggro or ECM drones can help a lot. Many ships may not have the range to hit your cruiser if it is at more than 20-50km from them, but their drones are a different matter.
### Jam Strength and Number of Jammers
This is most reliant on the fit and the SP of the pilot. If your skills are low, use range and a buffer tank to stay alive until you can figure out how to stay alive with just range and jams power. If you try to use Meta 1 jammers and then put all kinds of jam plus rigs and lows in, sacrificing tank, you won't last long enough to jam anything more than once. A Celestis can get those 20 seconds with just a few sensor damps, resolution scripted.
Normally, Blackbirds using 6 full mid slots for jammers, a 1600mm plate, and ionic projection rigs will be looking to stay at the furthest engagement envelope feasible. Armor plates slow down a ship's align time, but pilots can mitigate this by making sure that they fight while aligned to a warp-out point.
### General summary
Blackbirds that expect to be undocking from a station and fighting on grid all the time without range control might want to fit a shield tank + small blasters to deal with drones. Armor works as well if you have the skills. Having enough EHP (20-30k) will allow you to easily jam smaller ships and warp off or dock back up if something is trying to alpha snipe you from the undock. More tank is desired if your reflexes, skills, and abilities are still low. Those with more skills multiply their jamming strength with more jammers, and have a naturally higher EHP and can fit more tank to begin with. A more experienced pilot might be able to jam out 3-6 ships and maintain it through the battle. A less experienced pilot may wish to focus on jamming only 1 or 2 ships.
Blackbirds can be used to solo and bait as well, by fitting a 3 slot tackler build with some tank. In high sec, MWD is often used to kite or keep up with a kiting fleet. Try sitting at tacticals 170km away from your tacklers so you can pre align and warp to them to get jams on the target rather than trying to keep up with the tacklers via MWD. In low sec, having 15k+ EHP to survive small gang Tornado alpha will be much more useful.
When creating your own fits, jamming percent is important and optimal range on the jammers should more or less match the locking range of your Blackbird, with DPS being the last consideration. Autocannons are useful because they do a lot of damage against drones that orbit close, have naturally high tracking to compensate for lower skills of new pilots and don't use cap, but a pilot can use their own preferred weapon system if they can fit it.
## Notes
You can write additional notes for Blackbird here.
## Patch History

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@@ -1,140 +0,0 @@
---
esi_data:
fitting_stats:
cpu_output: 430
high_slots: 5
low_slots: 4
med_slots: 5
powergrid_output: 630
rig_slots: 3
group: Cruiser
hull_stats:
hp_armor: 1200
hp_shield: 1700
hp_structure: 1400
name: Caracal
race: Unknown
skill_requirements:
- level: 1
skill_id: 3334
type_id: 621
velocity: 230
image: /621.png
last_updated: '2026-04-19T17:40:14.172083'
source: eve-university
source_stats:
armorem: 50
armorexp: 10
armorhp: 1200
armorkin: 25
armortherm: 45
bandwidth: 10
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capacitor: 1250
cargohold: 450
class: Cruiser
cpu: 430
dronebay: 10
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Caldari State
forumlinks: ''
grouping: Standard Cruisers
highlights1: ''
highlights2: ''
highlights3: ''
highlights4: ''
highs: 5
hulltype: Caracal Class
inertia: 0.47
info: The Caracal is a powerful vessel that specializes in missile deployment. It
has excellent shield defenses, but poor armor plating. Its missile arsenal, when
fully stocked, is capable of making a piece-meal of almost anyone.
launchers: 5
lows: 4
mass: 11910000
maxlockedtargets: 6
maxvelocity: 230
mediums: 5
powergrid: 630
quote: Victory belongs to the relentless.
quote_attribution: CEO Haatakan Oiritsuu
reqskills: '*{{RequiredSkill|Caldari Cruiser|I}}
** {{RequiredSkill|Spaceship Command|II}}
** {{RequiredSkill|Caldari Destroyer|III}}
*** {{RequiredSkill|Caldari Frigate|III}}
**** {{RequiredSkill|Spaceship Command|I}}'
scanres: 270
sensortype: Gravimetric
sensorvalue: 16
shieldem: 0
shieldexp: 50
shieldhp: 1700
shieldkin: 40
shieldtherm: 20
shipid: 621
shipimg: Caracal.jpg
shipname: Caracal
sigradius: 125
structurehp: 1400
targetrange: 57.5
tech: ''
totaltraintime: 191530
turrets: 0
variations: '{{Ship|Cerberus}}, {{Ship|Caracal Navy Issue}}'
volume: 92000
warpspeed: 4
warptime: 7.76
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Caracal
title: Caracal
type_id: 621
validation_score: 1.0
---
<img src="/621.png" alt="Caracal" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Caracal is a Tech 1 cruiser with bonuses to missile rate of fire (and therefore DPS) and missile range. It is a popular ship both for PvE combat in Level 2 missions and for various kinds of PvP combat.
As a mission-runner, the Caracal does well in Level 2 missions because it can rapidly destroy packs of frigates. The fully-selectable damage of missiles makes it more flexible in tackling missions than its Caldari turret equivalent, the Moa. A mission-running Caracal can run an active or passive shield tank.
In PvP, a Caracal fitted with Rapid Light Missile Launchers can put out serious damage against frigates and destroyers, and makes a fine entry-level "anti-tackle" cruiser. Fitted with Heavy Assault Missiles or Heavy Missiles, it can put out respectable general-purpose DPS for a T1 cruiser hull. These qualities make it a popular ship for both fleets and small gangs. It is also a viable solo PvP ship, and in this role it usually takes advantage of its range and kites.
## Skills
The Caracal is a forgiving ship which can be basically effective in the hands of a new pilot, and it is often a Caldari pilot's first step up from frigate- and destroyer-sized hulls. A character who has completed the EVE University Short Skill Plan will be able to get use out of the Caracal.
The ship's performance can, however, be significantly boosted by further skill training, which can provide an edge in PvP or strengthen a PvE pilot as they progress towards the logical next step of the Drake. General fitting skills and support skills will help the Caracal as they help any ship, and the following skills are particularly notable:
Caldari Cruiser determines the strength of the hull bonuses and anyone regularly using the Caracal would do well to train it to IV.
Missile support skills improve the ship's DPS and range.
Light Missile Specialization, Heavy Missile Specialization and Heavy Assault Missile Specialization unlock Tech 2 missile launchers, which can further boost DPS and also open up new tactical options with Tech 2 ammunition types.
Shield tanking skills increase the Caracal's defenses.
Target Painting and a target painter module can help some fits with Heavy Missiles or Heavy Assault Missiles apply their damage better to targets.
## Tactics
PvE
Kite any rats! Use your missile range to keep the frigates away from you while you pick them off with your missiles. It is possible to Alpha strike a rat frig with ordinary light missiles. If there are rat destroyers and cruisers with the frigates, then take out the frigates first, then the destroyers, then isolate and take out the cruisers. Use an afterburner to stay out of the rats' effective range but inside your missile's optimal. Train your missile skills to increase optimal.
PvP solo
The Caracal has nice bonuses for missiles and is decently fast, so it is a very good kiting ship. With the HAM tweaks, it's good for taking out smaller ships (without using light missiles) that can catch it, while still being able to put a lot of DPS onto larger ships that can't catch it. Basically, you just want to kite away from them, maybe heat your MWD initially if they warp in close/you are on a gate or station, then turn it off as it will burn out quite fast if you don't pay attention. Depending on your missile and cruiser skills you'll want to keep them from 20-30 KM away with HAMs. When you are running low on cap, simply pop a booster charge and keep burning along.
Your goal is to avoid getting scrammed at all costs, so try to hit smaller ships that can catch you first and deal with bigger ships later. If there is a big ship that can hit you from afar giving you trouble (for example Abaddon), pull a lot of range (at least 100 KM) and try to split smaller ships off for easy kills.
PvP fleet (Large)
If you are Rapid Light fit, focus on enemy destroyers, frigates, and possibly drones (if necessary). If you intend to target enemy interceptors, you will require more levels of Caldari Cruiser and/or Missile Projection, as the base speed of light missiles is too low for them to catch up with an interceptor. Both of those skills increase your missile velocity (while piloting a Caracal). A missile velocity of over 5000m/s should allow them to catch up with most interceptors.
If you are Heavy Missile (HML) or Heavy Assault Missile (HAM) fit, attack the target your FC calls primary. If you are using HAMs but it would be unsafe to get into range to use them on the designated primary, simply switch to attacking smaller ships such as frigates until such a time as you can damage the primary target.
Small Gang
If you are kiting, small gang tactics are going to be pretty similar to solo tactics, except that you will likely want to burn in the same direction and be aligned to the same thing as your fleetmates. There are all sorts of small gang compositions that you can try out. For instance: 2-5 Caracals, 1 Bellicose. In this example, the Caracals apply DPS while the Bellicose supports them with Target Painters and help tackle.
## Notes
The Caracal is named after a medium-sized wild cat species that is widespread in parts of Asia and Africa. It is fast and agile, and hunts chiefly at night.
## Patch History

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@@ -1,127 +0,0 @@
---
esi_data:
fitting_stats:
cpu_output: 380
high_slots: 5
low_slots: 4
med_slots: 5
powergrid_output: 850
rig_slots: 3
group: Cruiser
hull_stats:
hp_armor: 1000
hp_shield: 2500
hp_structure: 1500
name: Moa
race: Unknown
skill_requirements:
- level: 1
skill_id: 3334
type_id: 623
velocity: 190
image: /623.png
last_updated: '2026-04-19T17:45:16.387390'
source: eve-university
source_stats:
armorem: 50
armorexp: 10
armorhp: 1000
armorkin: 25
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capacitor: 1550
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class: Cruiser
cpu: 380
dronebay: 15
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Caldari State
forumlinks: ''
grouping: Standard Cruisers
highlights1: ''
highlights2: ''
highlights3: ''
highlights4: ''
highs: 5
hulltype: Moa Class
inertia: 0.52
info: The Moa was designed as an all-out combat ship, and its heavy armament allows
the Moa to tackle almost anything that floats in space. In contrast to its nemesis
the Thorax, the Moa is most effective at long range where its railguns can rain
death upon foes.
launchers: 0
lows: 4
mass: 12000000
maxlockedtargets: 7
maxvelocity: 190
mediums: 5
powergrid: 850
quote: Destructive capabilities are not a matter of pride, but of honor.
quote_attribution: Security Commander Tsilo Ralttilo
reqskills: '*{{RequiredSkill|Caldari Cruiser|I}}
** {{RequiredSkill|Spaceship Command|II}}
** {{RequiredSkill|Caldari Destroyer|III}}
*** {{RequiredSkill|Caldari Frigate|III}}
**** {{RequiredSkill|Spaceship Command|I}}'
scanres: 260
sensortype: Gravimetric
sensorvalue: 17
shieldem: 0
shieldexp: 50
shieldhp: 2500
shieldkin: 40
shieldtherm: 20
shipid: 623
shipimg: Moa.jpg
shipname: Moa
sigradius: 135
structurehp: 1500
targetrange: 55.0
tech: ''
totaltraintime: 191530
turrets: 5
variations: '{{Ship|Onyx}}, {{Ship|Eagle}}, {{Ship|Gila}}'
volume: 101000
warpspeed: 4
warptime: 8.65
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Moa
title: Moa
type_id: 623
validation_score: 1.0
---
<img src="/623.png" alt="Moa" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Moa is a Tech 1 Caldari cruiser with a bonus to shield damage resistance, helping it to tank damage, and a bonus to hybrid turret damage. The resist bonus in particular makes it one of the tankiest of the T1 Cruisers.
In PvE, a railgun-fitted Moa will cope perfectly well with Level 2 missions, but might be out-competed for Caldari pilots by the Caracal, which can match its damage-dealing to NPC damage weaknesses because it uses missile launchers. However, the Moa has more tank and higher potential DPS, so with careful fitting and/or skilled piloting (to help with application issues), it can be stronger than the Caracal against Serpentis or Guristas rats.
## Skills
The Moa is fairly forgiving for new pilots. General support skills and fitting skills help the Moa as they help any ship; gunnery support skills are particularly useful, as are shield tanking support skills, to take full advantage of the shield resistance bonus. The Moa can launch three light drones, and in PvE combat these will help against frigates which close in and move too fast for the ship's main guns, so basic drone skills will come in handy.
## Tactics
PvE
For fighting NPCs, the Moa typically fits railguns and kites. With kiting tactics reducing incoming damage, and the hull bonus to shield resistances, and careful fitting to resist the expected damage, a Moa in Level 2 missions can be quite lightly tanked, freeing up mid slots for modules such as Tracking Computers to increase turret range.
PvP
The Moa can be a cheap and effective line DPS ship in groups. With railguns, it can deal good DPS within point range, and with Tech 2 turrets it can switch to Tech 2 ammo to project sensible damage out well beyond point range.
Blaster-fit Moas can work, and can surprise opponents. However, the Moa lacks the tracking bonus of the Gallente Thorax, and fitting and/or smart piloting must compensate for this.
## Notes
The moa were a group of species of flightless birds in New Zealand. They were hunted to extinction after the human settlement of the islands.
## Patch History

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@@ -1,132 +0,0 @@
---
esi_data:
fitting_stats:
cpu_output: 380
high_slots: 5
low_slots: 3
med_slots: 5
powergrid_output: 470
rig_slots: 3
group: Cruiser
hull_stats:
hp_armor: 1000
hp_shield: 1650
hp_structure: 1450
name: Osprey
race: Unknown
skill_requirements:
- level: 1
skill_id: 3334
type_id: 620
velocity: 210
image: /620.png
last_updated: '2026-04-19T17:45:08.201246'
source: eve-university
source_stats:
armorem: 50
armorexp: 10
armorhp: 1000
armorkin: 25
armortherm: 45
bandwidth: 20
bonuses: 12.55100020043
capacitor: 2100
cargohold: 485
class: Cruiser
cpu: 380
dronebay: 20
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Caldari State
forumlinks: ''
grouping: Standard Cruisers
highlights1: ''
highlights2: ''
highlights3: ''
highlights4: ''
highs: 5
hulltype: Osprey Class
inertia: 0.61
info: In YC114 each major empire faction, having been embroiled in a harrowing,
extensive, long-term war, recognized the growing need for support and logistics
functionality in their vessels during the kind of protracted interstellar warfare
that might otherwise prove exhausting for its participants. Both Frigate and Cruiser-class
ships were put under the microscope, and in the Caldari State the outcome of the
re-evaluation process led, among other developments, to a redesign and redeployment
of the Osprey.<br><br>The Osprey originally offered excellent versatility and
power for what was considered a comparably low price. After its redesign, its
inbuilt mining technology - now a little creaky and long in the tooth - was gutted
from the Osprey and replaced in its entirety with tech of a different type, capable
of high energy and shield transfers.
launchers: 2
lows: 3
mass: 11100000
maxlockedtargets: 8
maxvelocity: 210
mediums: 5
powergrid: 470
quote: Honor and preserve your family, your corporation, your State.
quote_attribution: Chairman Akimaka Saraki
reqskills: '*{{RequiredSkill|Caldari Cruiser|I}}
** {{RequiredSkill|Spaceship Command|II}}
** {{RequiredSkill|Caldari Destroyer|III}}
*** {{RequiredSkill|Caldari Frigate|III}}
**** {{RequiredSkill|Spaceship Command|I}}'
scanres: 280
sensortype: Gravimetric
sensorvalue: 15
shieldem: 0
shieldexp: 50
shieldhp: 1650
shieldkin: 40
shieldtherm: 20
shipid: 620
shipimg: Osprey.jpg
shipname: Osprey
sigradius: 95
structurehp: 1450
targetrange: 62.5
tech: ''
totaltraintime: 191530
turrets: 1
variations: '{{Ship|Basilisk}}, {{Ship|Osprey Navy Issue}}'
volume: 107000
warpspeed: 4
warptime: 9.39
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Osprey
title: Osprey
type_id: 620
validation_score: 1.0
---
<img src="/620.png" alt="Osprey" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Osprey is the Tech 1 Caldari logistics cruiser, with bonuses to shield transfers and energy transfers.
Like the Minmatar Scythe, the Osprey is designed to boost other ships' shields. However, unlike the Scythe, and instead like the Amarr armor-repairing Augoror, the Osprey is designed to trade capacitor with other Ospreys in a "capacitor chain". Because of their 200% bonus to energy transfer amount, Ospreys trading energy transfers to each other effectively create a large amount of capacitor out of nothing. A cap-chained Osprey can be capacitor-stable with lower skills than a Scythe, and will also more easily resist energy neutralization. On the downside, a cap-chain team of logistics ships is more vulnerable to ECM, because a jammed Osprey not only can't shield-boost its fellows, but also can't transfer capacitor, reducing its teammates' remote repair capacity. Cap-chained logistics ships also demand more coordination from their pilots.
The Osprey is piloted in a similar fashion to the more powerful Tech 2 Basilisk.
## Skills
An Osprey can make a battlefield difference with relatively limited pilot skills, but good general support skills will boost its impact.
Capacitor Management and Capacitor Systems Operation are important for logistics ships. Training in Shield Emission Systems reduces the capacitor burden of remote shield boosters, as Capacitor Emission Systems does for remote capacitor transfer modules. Several skills in the Targeting category are also helpful: Signature Analysis and Target Management make it easier to shuttle between repairing different allies, while Gravimetric Sensor Compensation raises the Osprey's sensor strength, reducing its vulnerability to ECM.
## Tactics
The Osprey is typically fitted with a mixture of remote shield boosters and remote capacitor transferrers in its high slots; propulsion, shield tank, and ECCM for jam resistance in the mid slots; and mobility and capacitor aids in the low slots. The exact mixture of modules can be tuned to different character skill levels. The drone bay can be used for logistics drones (unbonused, unlike those of the Scythe), or for damage or ECM drones.
The pilots of Ospreys in a capacitor chain must coordinate carefully before battle, and might benefit from their own logistics comms channel and/or their own logistics commander.
## Notes
The osprey is a large bird of prey which, unusually for a raptor, hunts fish.
## Patch History

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@@ -1,124 +0,0 @@
---
esi_data:
fitting_stats:
cpu_output: 210
high_slots: 7
low_slots: 2
med_slots: 4
powergrid_output: 53
rig_slots: 3
group: Destroyer
hull_stats:
hp_armor: 750
hp_shield: 1000
hp_structure: 750
name: Corax
race: Unknown
skill_requirements:
- level: 1
skill_id: 33092
type_id: 32876
velocity: 235
image: /32876.png
last_updated: '2026-04-19T17:52:05.821328'
source: eve-university
source_stats:
armorem: 50
armorexp: 10
armorhp: 750
armorkin: 25
armortherm: 45
bandwidth: ''
bonuses: 51050
capacitor: 500
cargohold: 450
class: Destroyer
cpu: 210
dronebay: ''
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Caldari State
forumlinks: ''
grouping: Standard Destroyers
highlights1: High Amount of High Slots
highlights2: ''
highlights3: ''
highlights4: ''
highs: 7
hulltype: Corax Class
inertia: 2.7
info: The Corax adheres to the well-established Caldari design philosophy that there
is strength in numbers, and that the messages sent to an enemy should be strong
and unequivocal. This applies equally to peace talks as it does to actual engagements
on the battlefield - there should be no doubt in the strength of Caldari spirit,
nor in the fact that when one blow has been struck, others are going to follow.<br><br>As
such, the Corax does not pepper its opponents with pellets from a gun, nor does
it toast them with continuous beams of light. Instead, it delivers strong, hard-hitting
payloads at a pace that's not only steady, but rapid enough to rock its targets
and knock them off-balance.
launchers: 7
lows: 2
mass: 1750000
maxlockedtargets: 7
maxvelocity: 235
mediums: 4
powergrid: 53
quote: In diplomacy, rockets speak louder than words.
quote_attribution: Tibus Heth
reqskills: '* {{RequiredSkill|Caldari Destroyer|I}}
** {{RequiredSkill|Caldari Frigate|III}}
*** {{RequiredSkill|Spaceship Command|I}}'
scanres: 475
sensortype: Gravimetric
sensorvalue: 12
shieldem: ''
shieldexp: 50
shieldhp: 1000
shieldkin: 40
shieldtherm: 20
shipid: 32876
shipimg: Corax.jpg
shipname: Corax
sigradius: 69
structurehp: 750
targetrange: 45
tech: ''
totaltraintime: 91820
turrets: ''
variations: '{{Ship|Stork}}, {{Ship|Mamba}}'
volume: 52000
warpspeed: 4.5
warptime: 6.55
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Corax
title: Corax
type_id: 32876
validation_score: 1.0
---
<img src="/32876.png" alt="Corax" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
New Caldari players who enjoyed the missile-centric playstyle of the Kestrel have the option of flying the missile-flinging Corax on their way to piloting a Caracal, rather than being forced into the turret-toting Cormorant. With its range bonus and a bonus to explosion velocity that helps its missiles apply damage to small, fast targets, the Corax can threaten most frigates, from long ranges.
## Skills
Being a Tech 1 destroyer and potentially a pilot's first step up from frigate hulls, the Corax is quite forgiving. Basic fitting skills and support skills are desirable. Missile Bombardment and Missile Projection increase missile ranges and synergize well with the Corax's strengths.
## Tactics
The Corax's range bonuses push it towards mid- and long-range engagements. With honed skills and Tech 2 equipment, it can be fitted to project around 150 DPS at around 70 km, though this DPS will be delayed by missile travel time.
In PvP the Corax has some niche uses as a cheap long-ranged missile ship. When sniping, the Corax will have no way to pin its targets in place on its own, and must work with other ships. It lacks the high speed and MWD signature reduction of its rival the Talwar, and does not tend to be favoured for close-range or mobile work.
In PvE combat, the Corax can make short work of Level 1 missions, and can even attempt some Level 2s, though a Caracal will be a good step up for those. Pilots should remember that the ship has a bonus for only kinetic missile damage.
The Corax is a fantastic ship for completing low-tier Abyssal Deadspace sites.
## Notes
Corax is part of the scientific name for the common raven, corvus corax; it was a Latin word meaning "raven", and was borrowed into Latin from ancient Greek. This makes the Corax a rare example of a ship in EVE which has a name meaning the same thing as that of another ship, the much larger Raven.
## Patch History

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@@ -1,117 +0,0 @@
---
esi_data:
fitting_stats:
cpu_output: 200
high_slots: 8
low_slots: 2
med_slots: 3
powergrid_output: 68
rig_slots: 3
group: Destroyer
hull_stats:
hp_armor: 700
hp_shield: 900
hp_structure: 700
name: Cormorant
race: Unknown
skill_requirements:
- level: 1
skill_id: 33092
type_id: 16238
velocity: 250
image: /16238.png
last_updated: '2026-04-19T17:49:58.991683'
source: eve-university
source_stats:
armorem: 50
armorexp: 10
armorhp: 700
armorkin: 25
armortherm: 45
bandwidth: ''
bonuses: 101050
capacitor: 600
cargohold: 425
class: Destroyer
cpu: 200
dronebay: ''
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Caldari State
forumlinks: ''
grouping: Standard Destroyers
highlights1: High Amount of High Slots
highlights2: ''
highlights3: ''
highlights4: ''
highs: 8
hulltype: Cormorant Class
inertia: 2.78
info: The Cormorant is the only State-produced space vessel whose design has come
from a third party. Rumors abound, of course, but the designer's identity has
remained a tightly-kept secret in the State's inner circle.
launchers: 1
lows: 2
mass: 1700000
maxlockedtargets: 7
maxvelocity: 250
mediums: 3
powergrid: 68
quote: The best demonstration of force is the application of destruction.
quote_attribution: Anonymous
reqskills: '*{{RequiredSkill|Caldari Destroyer|I}}
** {{RequiredSkill|Caldari Frigate|III}}
*** {{RequiredSkill|Spaceship Command|I}}'
scanres: 475
sensortype: Gravimetric
sensorvalue: 12
shieldem: 0
shieldexp: 50
shieldhp: 900
shieldkin: 40
shieldtherm: 20
shipid: 16238
shipimg: Cormorant.jpg
shipname: Cormorant
sigradius: 65
structurehp: 700
targetrange: 36.0
tech: ''
totaltraintime: 91820
turrets: 7
variations: '{{Ship|Cormorant Navy Issue}}, {{Ship|Flycatcher}}'
volume: 52000
warpspeed: 4.5
warptime: 6.55
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Cormorant
title: Cormorant
type_id: 16238
validation_score: 1.0
---
<img src="/16238.png" alt="Cormorant" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Cormorant is a Caldari Tech 1 destroyer, designed to use hybrid turrets rather than the missiles favored by its sibling the Corax.
The Cormorant's optimal range bonus synergizes particularly well with railguns, though it can also be effective with blasters.
## Skills
As a Tech 1 destroyer, often a Caldari pilot's first step out of frigate hulls, the Cormorant is a forgiving ship. Basic fitting skills and support skills are desirable, and the gunnery support skill Sharpshooter especially helps railgun sniping.
## Tactics
The Cormorant has many mid slots, which allows for a reasonable shield tank, within the limitations of destroyers' vulnerability to bigger ships.
In PvP, the Cormorant has niche uses as a cheap, effective anti-frigate sniper; with Tech 2 railguns and Spike ammo, it can deal effective DPS at over 90 km. With blasters, it can manage quite high close-range DPS, backed up by tackle in its mid slots. It is, however, outshone in this regard by the Gallente Catalyst.
In PvE the Cormorant can cope efficiently with Level 1 missions. Cruisers are desirable for Level 2 missions.
## Notes
The cormorants are a family of species of coastal aquatic birds which hunt fish. In their fish diet, they are like the Osprey, though unlike ospreys they are not raptors.

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@@ -1,137 +0,0 @@
---
esi_data:
fitting_stats:
cpu_output: 200
high_slots: 3
low_slots: 2
med_slots: 4
powergrid_output: 39
rig_slots: 3
group: Frigate
hull_stats:
hp_armor: 225
hp_shield: 500
hp_structure: 310
name: Bantam
race: Unknown
skill_requirements:
- level: 1
skill_id: 3330
type_id: 582
velocity: 370
image: /582.png
last_updated: '2026-04-19T17:46:43.570797'
source: eve-university
source_stats:
armorem: 50
armorexp: 10
armorhp: 225
armorkin: 25
armortherm: 45
bandwidth: 5
bonuses: 1010300
capacitor: 615
cargohold: 270
class: Frigate
cpu: 200
dronebay: 5
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Caldari State
forumlinks: ''
grouping: Standard Frigates
highlights1: ''
highlights2: ''
highlights3: ''
highlights4: ''
highs: 3
hulltype: Bantam Class
inertia: 4.1
info: In YC114 each major empire faction, having been embroiled in a harrowing,
extensive, long-term war, recognized the growing need for support and logistics
functionality in their vessels during the kind of protracted interstellar warfare
that might otherwise prove exhausting for its participants. In the Caldari State,
this led to the redesign and redeployment of the Bantam.<br><br>The Bantam, a
strong and sturdy craft, was originally an extremely effective mining frigate.
After its redesign, the Bantam's large structure had to give way for logistics
systems that ate up some of its interior room but allowed it to focus extensively
on shield support for fellow vessels.
launchers: 0
lows: 2
mass: 1480000
maxlockedtargets: 7
maxvelocity: 370
mediums: 4
powergrid: 39
quote: Demonstrate your loyalty, secure our victory.
quote_attribution: CEO Alakoni Ishanoya
reqskills: '*{{RequiredSkill|Caldari Frigate|I}}
** {{RequiredSkill|Spaceship Command|I}}'
scanres: 850
sensortype: Gravimetric
sensorvalue: 12
shieldem: 0
shieldexp: 50
shieldhp: 500
shieldkin: 40
shieldtherm: 20
shipid: 582
shipimg: Bantam.jpg
shipname: Bantam
sigradius: 35
structurehp: 310
targetrange: 40.0
tech: ''
totaltraintime: 250
turrets: 2
variations: '{{Ship|Kirin}}'
volume: 20000
warpspeed: 5
warptime: 8.41
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Bantam
title: Bantam
type_id: 582
validation_score: 1.0
---
<img src="/582.png" alt="Bantam" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Bantam is the Caldari Logistics Frigate; Bantam pilots repair their fleetmates ships during battle. The Bantam is bonused for remote shield boosting, which matches the Caldari racial focus on shield tanking. The ships bonuses to remote shield booster amount, activation, and range make the underwhelming base stats of small remote shield boosters practically useful. Flying the Bantam is a great first step in learning about Logistics. Bantam pilots often go on train into heavier Tech I logistics cruisers (such as the Caldari Osprey), and then Tech II logistics ships (including the Kirin and Basilisk). But the Bantam is also effective all on its own, especially as a component of frigate or destroyer gangs, where speed is key.
One defining challenge of flying Tech I logistics frigates in general, and the Bantam in particular, is sustaining enough capacitor to run the ship. Remote repair modules are extremely cap-intensive, so the Bantam is typically fit to boost available capacitor—with cap rechargers in mid slots, capacitor control circuit rigs, and, if necessary, “Enduring” remote shield boosters (which consume less cap). Training character skills that increase capacitor will also help. It might seem that fitting the Bantam with an afterburner instead of a microwarpdrive (MWD) could spare some capacitor. But the Bantam needs to keep up with its small-ship fleetmates in order to repair them, so it usually needs an MWD. Pilots fitting the Bantam should use the in-game fitting simulation window, or an out-of-game tool like Pyfa, to match any fit to their specific skills and to gauge the ships cap stability. (This also means you may need to swap out modules on any pre-fit Bantam hulls that you purchase on corp contracts, to make them work with your skills.)
Compared to the Minmatar Burst—the other Tech I shield logistics frigate—the Bantam has more tank and more native capacitor, but is quite a bit slower. This makes the Bantam and Burst rough equals, but Omega characters may be asked to cross-train into the Minmatar frigate for specific doctrines.
## Skills
The following are some basic skills that will let you run a basic fit on the Bantam:
Shield Emission Systems I
Energy Grid Upgrades II
Shield Upgrades I
Afterburner I
Hull Upgrades I
To be a more effective Bantam pilot:
The most important single skill is Caldari Frigate. This will both reduce a shield booster's capacitor requirements and boost their effectiveness at once.
Train Shield Emission Systems to III for T2 remote shield boosters or any level to reduce their capacitor requirements.
## Tactics
New Bantam pilots should read the Tactics section of the UniWikis Logistics article, and attend a Logistics (CORE class); these will provide some details on how to fly logistics frigates. Some tips on flying the Bantam:
Watch your capacitor, and activate modules only when needed. As explained above, you may not have enough capacitor to run every module, all the time. When you first land at an engagement, youll need to use your MWD to position yourself relative to the fleet. But then, once you are in position, you wont need your MWD any more. Remember to turn it off!
Likewise, as your fleetmates start to take damage, its easy to overreact by activating all three repairers at once. Instead, try to activate them gradually, one by one, to see if you can spare capacitor by running just one or two. And if you need to switch targets—say, because the enemy fleet has changed their primary—again, switch gradually.
Stay moving, behind your fleetmates. One advantage of the Bantam is its small signature radius, which makes the ship difficult to hit. But this is only an advantage if you arent sitting still, so always be moving. Given this, you might be tempted to right-click your repair target and “Orbit at…” your optimal range. Keep in mind, though, that this will sometimes send your fragile frigate closer to the enemy than the damage dealers. Better, instead, to manually fly in a ring orbit behind the fleet, so that you keep range and stay out of the action. Make sure you stay near other logi pilots in case you need to repair each other - separating logi on either side of your fleet can make logi a target.
## Notes
While both Caldari logistics cruisers—the Osprey and the Basilisk—are designed to fly as part of a cap chain, the Bantam frigate is designed to be self-sufficient when it comes to capacitor usage.
"Bantam" is a generic term for any small or miniaturized fowl, most commonly small ducks or chickens.

View File

@@ -1,129 +0,0 @@
---
esi_data:
fitting_stats:
cpu_output: 185
high_slots: 4
low_slots: 2
med_slots: 4
powergrid_output: 35
rig_slots: 3
group: Frigate
hull_stats:
hp_armor: 250
hp_shield: 400
hp_structure: 250
name: Condor
race: Unknown
skill_requirements:
- level: 1
skill_id: 3330
type_id: 583
velocity: 400
image: /583.png
last_updated: '2026-04-19T17:48:21.804775'
source: eve-university
source_stats:
armorem: 50
armorexp: 10
armorhp: 250
armorkin: 25
armortherm: 45
bandwidth: ''
bonuses: 1080
capacitor: 300
cargohold: 130
class: Frigate
cpu: 185
dronebay: ''
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Caldari State
forumlinks: ''
grouping: Standard Frigates
highlights1: ''
highlights2: ''
highlights3: ''
highlights4: ''
highs: 4
hulltype: Condor Class
inertia: 2.9
info: The Condor is fast and agile. It has limited cargo space so it's not very
suitable for trading or mining. It is best used as an assault vessel in a hit-and-run
type of operations.
launchers: 3
lows: 2
mass: 1100000
maxlockedtargets: 4
maxvelocity: 400
mediums: 4
powergrid: 35
quote: Move faster than the guilty can run.
quote_attribution: Sunmenas Ikydoishin, CEO of Home Guard
reqskills: '*{{RequiredSkill|Caldari Frigate|I}}
** {{RequiredSkill|Spaceship Command|I}}'
scanres: 880
sensortype: Gravimetric
sensorvalue: 9
shieldem: 0
shieldexp: 50
shieldhp: 400
shieldkin: 40
shieldtherm: 20
shipid: 583
shipimg: Condor.jpg
shipname: Condor
sigradius: 33
structurehp: 250
targetrange: 30.0
tech: ''
totaltraintime: 250
turrets: 0
variations: '{{Ship|Crow}},{{Ship|Raptor}}'
volume: 18000
warpspeed: 5
warptime: 4.42
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Condor
title: Condor
type_id: 583
validation_score: 1.0
---
<img src="/583.png" alt="Condor" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Condor is the Caldari Attack Frigate. The Condor's speed, agility, and bonus to propulsion jamming modules (warp disruptors, warp scramblers and stasis webifiers) make it a good tackle frigate. The ships four mid slots allow it to be fit with more than one propulsion jammer, or a variety of other support modules, making the Condor tricky to predict and counter. The Condor also has bonuses to light missile and rocket damage. In principle, all of this makes the Condor a versatile Attack Frigate, capable of being flown in a number of different ways. In practice, however, the Condor is relatively slow and difficult to fit, especially for low-skill pilots. New, Caldari-focused players that want to fly fast tackle have a tough choice between piloting the Condor in spite of its limitations, or cross-training into a different racial tackler.
The Condors versatility makes it a good platform for new pilots learning different approaches to tackling and scouting. Flying the Condor provides practice for eventually piloting fleet interceptors (such as the Crow), which are more commonly used as fleet scouts and first tacklers. Nevertheless, even though the Tech I Condor isn't quite as effective as a Tech II Interceptor, it can still serve as a good tackle ship. E-UNI Condor pilots are strongly advised to read the UniWiki guide to tackling.
The Condor has the lowest base HP of all Attack Frigates, much of which is focused on shield. As a result, the Condor is typically fit with a mid-slot shield extender and shield rigs. The tackle Condor is also typically equipped with a microwarpdrive and a warp disruptor (“point”) in two of its mid slots, like most fast tackle frigates. The fourth mid slot can be fit with a variety of different modules—a warp scrambler (“scram”), a stasis webifier (“web”), a sensor booster for fast lock time, or even a tracking or guidance disruptor to mitigate enemy damage. Different fits require different tactics, some of which are described in the Tactics section below. In the end, Condor pilots are encouraged to try out different layouts, and experience first-hand how their choices affect the way the ship flies.
The Condor has the least powergrid (PG) of the Attack Frigates, and that means that once the ships mid slots have been filled, there is little room for anything else. The Condors bonuses to missiles and rockets are difficult to take advantage of, because launchers require PG that the Condor doesnt have. Tackle Condors can instead be fit with no weapons at all. The Condor can also be fit as a kiting missile or rocket frigate, but only by sacrificing tank. Caldari characters looking for a PvE frigate, or a “second” (scram/web) tackler, would be much better off flying the Merlin Combat Frigate.
## Skills
Missile skills - these will increase the damage and range of missiles/rockets. These are more important when flying solo or in a damage dealer than when flying tackle.
Shield skills - these will make it easier to fit shield extenders (Shield Upgrades in particular) and increases their effectiveness. Helpful for all roles.
Weapon Disruption skills - these will help only if flying with weapons disruptors fit which are present on some tackle fits.
## Tactics
Fleet Condor pilots should read the UniWiki articles on Scouting and Tackling; these provide details on how to serve as the fleet vanguard, and how to approach and point a target once it is on grid. Some tips on flying the tackle Condor:
Choose your targets wisely. The Condor is especially effective against large ships, because they have trouble tracking the Condor with their larger weapons systems. Condor pilots can make a bid on any ship that is battlecruiser-sized and larger, on most cruisers, and even some destroyers. Anti-tackle faction cruisers, Tech III destroyers, and enemy frigates, on the other hand, will still outrun the rest of your fleet if they are fit for speed, even if you stay with and point them. If you have fitted a scram or web in addition to your point, you can tackle these speedier targets. But, be prepared to take some damage--ships like these are typically fit to hit tackle frigates like yours.
Keep an appropriate distance. If you are only fit with a warp disruptor, check its optimal range, and subtract 4 km from that number; this is the distance at which youll want to orbit your target. (This gives you 4 km of wiggle room.) If you stray too far below this distance, you will be within range of your opponents shorter-range scram, web and/or neuts. You can set your ships custom default orbit by right-clicking on the Orbit button in the Selected Item window; you should set your default 2 km less than the number you calculated above, because of overshoot at high speeds.
If you are fit with a scram, and you want to use it on your target, set your orbit to 500 meters and shut off your microwarpdrive (MWD) once you get within ~10 km of your target. This will allow your ship to quickly achieve a stable orbit at extremely close range to hopefully get under and stay under enemy guns. If you turn your MWD off too late you will 'yo-yo' on the target and potentially lose your scram. Leaving your MWD on drains capacitor unnecessarily, makes it much easier for other ships to shoot you (due to the signature bloom of an active MWD), and may force you into an elliptical orbit that pushes you outside of scram range.
Spiral in. Because the Condor is poorly tanked, the Condor pilot needs to avoid getting hit on approach. If the target is a turret ship, one way to avoid damage is to "spiral" towards the target, and to never fly directly at the target, in order to maximize transversal (and thus evade the tracking of the target's guns). The spiraling method does not help against opponents flying missile or drone ships, though, and Condor pilots should just fly straight at these targets. The Manual Piloting page has more details.
Anticipate your opponent. Try and determine your opponents direction of flight, and cut them off (by double clicking in front of them). Your opponent may try to "slingshot" you by flying towards you, and making you overshoot the target. Be ready to change directions quickly.
Call your point in comms. Let your fleetmates know when they should warp to you!
## Notes
Condors are one of two types of birds, named after the places where they live; the California Condor and the Andean Condor.

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@@ -1,121 +0,0 @@
---
esi_data:
fitting_stats:
cpu_output: 260
high_slots: 3
low_slots: 2
med_slots: 5
powergrid_output: 24
rig_slots: 3
group: Frigate
hull_stats:
hp_armor: 200
hp_shield: 400
hp_structure: 200
name: Heron
race: Unknown
skill_requirements:
- level: 1
skill_id: 3330
type_id: 605
velocity: 340
image: /605.png
last_updated: '2026-04-19T17:41:32.121481'
source: eve-university
source_stats:
armorem: 50
armorexp: 10
armorhp: 200
armorkin: 25
armortherm: 45
bandwidth: 15
bonuses: 7.555
capacitor: 245
cargohold: 400
class: Frigate
cpu: 260
dronebay: 35
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Caldari State
forumlinks: ''
grouping: Standard Frigates
highlights1: ''
highlights2: ''
highlights3: ''
highlights4: ''
highs: 3
hulltype: Heron Class
inertia: 3.57
info: The Heron has good computer and electronic systems, giving it the option of
participating in electronic warfare. But it has relatively poor defenses and limited
weaponry, so it's more commonly used for scouting and exploration.
launchers: 2
lows: 2
mass: 1150000
maxlockedtargets: 4
maxvelocity: 340
mediums: 5
powergrid: 24
quote: Secrets are only valuable to those who can pull them from the deep.
quote_attribution: 'Excerpt from Meditations on the Way: Book of the Ocean'
reqskills: '*{{RequiredSkill|Caldari Frigate|I}}
** {{RequiredSkill|Spaceship Command|I}}'
scanres: 430
sensortype: Gravimetric
sensorvalue: 12
shieldem: 0
shieldexp: 50
shieldhp: 400
shieldkin: 40
shieldtherm: 20
shipid: 605
shipimg: Heron.jpg
shipname: Heron
sigradius: 40
structurehp: 200
targetrange: 37.5
tech: ''
totaltraintime: 250
turrets: 2
variations: '{{Ship|Buzzard}}, {{Ship|Heron Navy Issue}}'
volume: 18900
warpspeed: 5
warptime: 5.69
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Heron
title: Heron
type_id: 605
validation_score: 1.0
---
<img src="/605.png" alt="Heron" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Heron is the Caldari Exploration Frigate. Like all Tech I exploration frigates, the Heron receives skill-dependent bonuses to scanner probe strength. The Heron excels at probing cosmic signatures in all security levels of space. The Heron also receives a role bonus (independent of pilot skill level) to relic and data analyzer virus strength, which helps the Heron pilot crack exploration sites. With these two bonuses, the Heron is a strong starter frigate for Caldari pilots interested in Exploration. And while most Heron pilots eventually skill into Tech II Covert Ops exploration ships (like the Buzzard), there isnt much exploration content that the Heron cant complete.
The Heron has five mid slots, the most of any T1 exploration frigate. This gives the Heron the most room to fit exploration and propulsion modules, and arguably makes the Heron the strongest of the four racial T1 explorers. Like the other three racial variants, the Herons mids are typically fitted with a microwarpdrive and a data and relic analyzer. This leaves two slots for additional assistance modules—most commonly Scan Rangefinding and Pinpointing Arrays, or shield extenders. (There are single modules that do both data and relic analysis and that would leave even more room, but they arent worth the decrease in performance and/or increased cost.)
The exploration Heron is also commonly fitted with a Compact or Improved Cloaking Device, so that the ship can cloak while probing signatures in unsafe space. The Heron cannot, however, fit a Covert Ops Cloaking Device. So, when cloaked, it cannot warp and suffers a significant penalty to speed.
Tech I exploration frigates have the largest cargo capacity of any frigate. This makes the Heron a speedy freight courier and distribution mission runner. By fitting the ship with expanded cargohold modules and cargohold optimization rigs, it is possible to build a Heron that can carry nearly 1000 m3 of cargo. Or, by exchanging the cargo modules for warp stabs, the Heron can serve as a low-sec courier that can evade insta-pointing gate camps.
The Heron can be fit for combat probing, by using an Expanded Probe Launcher in place of the standard Core Probe Launcher. However, combat probing requires considerably greater in-game and pilot skill than site probing. Successful combat probers need to be able to locate targets in a single quick scan, or at most two. Pilots that have the Astrometrics skill levels required to do this, and have the experience necessary to use D-Scan intelligence to pinpoint those targets before scanning, are typically already trained into Covert Ops frigates anyway.
## Skills
While it is possible to explore with very minimal skills, having at least Astrometrics III, Astrometric Rangefinding II, Archaeology II, and Hacking II will make exploring much more enjoyable. Power Grid Management III and Jury Rigging I will help with getting a basic functional fit. The author does not recommend a serious attempt at exploration without these minimum skills. Also keep in mind that training the racial frigate skill will significantly improve your probe scanning strength.
## Tactics
While exploring in dangerous space (especially Wormholes which lack local chat) you should be constantly using the Directional scanner (default hotkey is the "V" key), even while hacking cans in a site. This will warn you of enemy ships. In general it is best to assume any ship you see is hunting you, even other explorers.
While not designed for combat, one can still combat fit an exploration frigate to catch unsuspecting solo gankers off guard. When fitting for combat, as with other races' exploration frigates the Heron has a severe shortage of power grid while having a huge CPU reservoir. In addition, the ship has no bonus to any specific weapon type, so it is generally best to fit missile or rockets to save on power grid for prop mods and a repper. The large CPU left over can then be used to fit a range of damage, resist or EWAR mods. In particular, pairs of Medium Ancillary Shield Boosters (which consume this large amount of CPU) are common on PvP-fit Herons and allow it to stand even against some combat-oriented T1 frigates.
New exploration Heron pilots should read the UniWiki guides to Exploration and Bookmarks, as well as attend Bookmarks (CORE class) and Exploration (CORE class), to learn tips and tricks from veteran explorers.
## Notes
Herons are a type of long-legged, long-necked, freshwater and coastal birds.

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@@ -1,117 +0,0 @@
---
esi_data:
fitting_stats:
cpu_output: 180
high_slots: 4
low_slots: 2
med_slots: 4
powergrid_output: 45
rig_slots: 3
group: Frigate
hull_stats:
hp_armor: 350
hp_shield: 500
hp_structure: 400
name: Kestrel
race: Unknown
skill_requirements:
- level: 1
skill_id: 3330
type_id: 602
velocity: 325
image: /602.png
last_updated: '2026-04-19T17:43:04.917169'
source: eve-university
source_stats:
armorem: 50
armorexp: 10
armorhp: 350
armorkin: 25
armortherm: 45
bandwidth: ''
bonuses: 510
capacitor: 330
cargohold: 160
class: Frigate
cpu: 180
dronebay: ''
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Caldari State
forumlinks: ''
grouping: Standard Frigates
highlights1: ''
highlights2: ''
highlights3: ''
highlights4: ''
highs: 4
hulltype: Kestrel Class
inertia: 3.27
info: The Kestrel is a heavy missile boat with one of the most sophisticated sensor
arrays around. Interestingly enough, it has been used by both the Caldari Navy
and several wealthy trade corporations as a cargo-hauling vessel. It is one of
few trading vessels with good punching power, making it ideal for solo trade-runs
in dangerous areas. The Kestrel was designed so that it could take up to four
missile launchers but as a result it can not be equipped with turret weapons nor
with mining lasers.
launchers: 4
lows: 2
mass: 1113000
maxlockedtargets: 5
maxvelocity: 325
mediums: 4
powergrid: 45
quote: Trust extends as far as missiles can fly.
quote_attribution: Caldari border trader saying
reqskills: '*{{RequiredSkill|Caldari Frigate|I}}
** {{RequiredSkill|Spaceship Command|I}}'
scanres: 620
sensortype: Gravimetric
sensorvalue: 11
shieldem: 0
shieldexp: 50
shieldhp: 500
shieldkin: 40
shieldtherm: 20
shipid: 602
shipimg: Kestrel.jpg
shipname: Kestrel
sigradius: 38
structurehp: 400
targetrange: 50.0
tech: ''
totaltraintime: 250
turrets: 0
variations: '{{Ship|Manticore}}'
volume: 19700
warpspeed: 5
warptime: 5.05
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Kestrel
title: Kestrel
type_id: 602
validation_score: 1.0
---
<img src="/602.png" alt="Kestrel" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
As expected of the Caldari, the Kestrel is the premier Tech 1 missile frigate. It lacks the speed of the Condor or the strong shield tank of the Merlin, but its four mid slots let it mount a good balance of tank, propulsion and tackle, and its significant missile range bonus makes it a powerful kiting ship against foes its own size.
The Kestrel makes an excellent frigate for Level 1 missions, using the superior range of missiles to avoid damage. It is also popular for solo PvP, where the versatility granted by its mid slots is highly valued.
## Skills
The Kestrel is a cheap Tech 1 frigate and is therefore forgiving and not skill-intensive. This doesn't mean that its performance can't be enhanced by skill training, though, and pilots who want to make long-term PvP use of the Kestrel (rather than moving on to other Caldari hulls) can consider their training. Caldari Frigate is the simplest way to improve the Kestrel's performance. Note that the bonus is not purely on damage but also adds to missile velocity, boosting the Kestrel's range. This gives extra room to kite further out against similar rocket ships like the Condor or Breacher. Strong missile support skills help the Kestrel kite, and mobility support skills are important for helping the Kestrel, not New Eden's fastest frigate, control range.
## Tactics
In lowsec solo PvP, the most common fit for the Kestrel is an armor tank with dual webs, a scram, and an afterburner. When flying this kind of fit but also more generally, the Kestrel's rocket range allows it to outrange autocannons , blasters, and even pulse lasers with good support skills. When fighting an opponent with long-range weapons, such as artillery, the Kestrel can often get under the guns of the opponent by orbiting close, as the dual webs help make up for the Kestrel's slow speed. The dual webs also can slow down most opponents enough that T2 Rage rockets will apply their full damage.
In nullsec solo PvP, the Kestrel is sometimes found fitted with a shield tank, single web, and a microwarpdrive. The MWD helps deal with bubbles. With a free lowslot, the ship's DPS can be enhanced with a ballistic control system.
## Notes
The kestrels are a subgroup of falcons. The common Eurasian kestrel is a small bird of prey which often hovers to hunt by flying into the wind.

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@@ -1,119 +0,0 @@
---
esi_data:
fitting_stats:
cpu_output: 180
high_slots: 3
low_slots: 3
med_slots: 4
powergrid_output: 40
rig_slots: 3
group: Frigate
hull_stats:
hp_armor: 350
hp_shield: 500
hp_structure: 400
name: Merlin
race: Unknown
skill_requirements:
- level: 1
skill_id: 3330
type_id: 603
velocity: 310
image: /603.png
last_updated: '2026-04-19T17:38:40.119431'
source: eve-university
source_stats:
armorem: 50
armorexp: 10
armorhp: 350
armorkin: 25
armortherm: 45
bandwidth: ''
bonuses: 54
capacitor: 350
cargohold: 150
class: Frigate
cpu: 180
dronebay: ''
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Caldari State
forumlinks: ''
grouping: Standard Frigates
highlights1: ''
highlights2: ''
highlights3: ''
highlights4: ''
highs: 3
hulltype: Merlin Class
inertia: 3.6
info: The Merlin is the most powerful combat frigate of the Caldari. Its role has
evolved through the years, and while its defenses have always remained exceptionally
strong for a Caldari vessel, its offensive capabilities have evolved from versatile,
jack-of-all-trades attack patterns into focused and deadly gunfire tactics. The
Merlin's primary aim is to have its turrets punch holes in opponents' hulls.
launchers: 0
lows: 3
mass: 997000
maxlockedtargets: 5
maxvelocity: 310
mediums: 4
powergrid: 40
quote: Grant your enemy the honor of a swift end.
quote_attribution: 'Excerpt from Meditations on the Way: Book of Storms'
reqskills: '*{{RequiredSkill|Caldari Frigate|I}}
** {{RequiredSkill|Spaceship Command|I}}'
scanres: 580
sensortype: Gravimetric
sensorvalue: 11
shieldem: 0
shieldexp: 50
shieldhp: 500
shieldkin: 40
shieldtherm: 20
shipid: 603
shipimg: Merlin.jpg
shipname: Merlin
sigradius: 39
structurehp: 400
targetrange: 50.0
tech: ''
totaltraintime: 250
turrets: 3
variations: '[[Hawk]],[[Harpy]],[[Worm]],[[Cambion]]'
volume: 16500
warpspeed: 5
warptime: 4.98
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Merlin
title: Merlin
type_id: 603
validation_score: 1.0
---
<img src="/603.png" alt="Merlin" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Merlin is a Caldari Combat Frigate. It is the slowest of all Tech I frigates, but also one of the toughest, in terms of both tank and damage output. As a result, the Merlin is a very popular damage dealer in small-ship fleet compositions. The ship can also be used as a “second tackle” frigate in mixed fleets, following up the initial tackler by applying a warp scrambler (“scram”) and stasis webifier (“web”) to targets. The Merlin is an outstanding PvE frigate for Level 1 missions and for the Sisters of EVE epic arc. Given its versatility, the Merlin is an excellent first ship for new Caldari pilots.
You may fit this ship to fulfill almost any need, whether it be a swift shield tanked tackler, a very tough shield tank, or an above-average damage dealer. The Merlin has a bonus to shield resistances, and so the ship is frequently fit with a buffer shield tank (including extenders and/or additional resistance modules). Maybe more than any other Tech I frigate, the Merlins buffer tank bonuses pair well with shield logistics fleetmates (like the Bantam). The Merlin is also typically fit with small blasters to take advantage of its bonuses to hybrid turret damage. In solo PvP, the Merlin is too slow to dictate range in most fights and is almost always fit with dual webs, though these may be paired with either blasters or railguns. New Caldari pilots interested in solo frigate PvP might also be interested in the Kestrel which similarly uses two webs to make up for speed but most commonly uses rockets. In fleet PvP the Merlin's speed matters less. It is fast enough to catch up or warp to the first tackler once they get scram.
## Skills
Further information about additional or recommended skills to pilot Merlin for a specific or its common role(s) can be written here.
## Tactics
The Merlin is a powerful frigate in that it can be fit for either DPS or tackle, whilst maintaining a respectable tank for a T1 frigate (thanks to its shield resist bonus). A common EUni doctrine fit can put out 134 DPS with the guns overheated with only the Short Skill Plan trained.
When flying a blaster Merlin, get in close. Your minuscule optimal ranges mean you basically have to face hug your enemies. Unless you are faster than your opponent this will fail, so in solo PvP Merlins are usually fit with dual webs or overdrive injector systems to make up for the speed gap. In fleet PvP a group of Merlins can apply a large number of webs to targets making this less important. Remember to turn off your MWD once you get in close to the opponent in a fleet - it's easy to overshoot the enemy when you have the MWD on.
When flying a rail Merlin, stay just outside your opponents' range. It's uncommon to see rail MWD kiting Merlins given the lack of a range bonus for the ship. Usually, they are fit with two webs, an afterburner, and a warp scrambler or disruptor. The two webs help prevent an opponent from getting in a close orbit under your guns.
Because Merlins are slow but tough, tackle Merlins usually serve as second tackle, applying a scram and web to hold a target still after faster frigates secure the initial point. Their significant DPS is a bonus in this role.
## Notes
Given the avian theme of Caldari ship names, the Merlin is probably named after the merlin, a common small falcon, rather than after the legendary wizard.

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@@ -1,120 +0,0 @@
---
esi_data:
fitting_stats:
cpu_output: 165
high_slots: 4
low_slots: 2
med_slots: 4
powergrid_output: 35
rig_slots: 2
group: Interceptor
hull_stats:
hp_armor: 325
hp_shield: 550
hp_structure: 375
name: Crow
race: Unknown
skill_requirements:
- level: 5
skill_id: 3330
- level: 1
skill_id: 12092
type_id: 11176
velocity: 430
image: /11176.png
last_updated: '2026-04-19T17:52:01.201457'
source: eve-university
source_stats:
armorem: 50
armorexp: 10
armorhp: 325
armorkin: 25
armortherm: 55
bandwidth: ''
bonuses: 1551010808010060
capacitor: 315
cargohold: 98
class: Interceptor
cpu: 165
dronebay: ''
externallinks: ''
faction: Caldari State
grouping: Interceptors
highlights1: Fast Target Locking Time
highs: 4
hulltype: Condor Class
inertia: 3.25
info: 'Interceptors utilize a combination of advanced alloys and electronics to
reduce their effective signature radius. This, along with superior maneuverability
and speed, makes them very hard to target and track, particularly for high caliber
turrets. <br><br>Developer: Kaalakiota<br><br>As befits one of the largest weapons
manufacturers in the known world, Kaalakiota''s ships are very combat focused.
Favoring the traditional Caldari combat strategy, they are designed around a substantial
number of weapons systems, especially missile launchers. However, they have rather
weak armor and structure, relying more on shields for protection.<br> <br>'
launchers: 4
lows: 2
mass: 1065000
maxlockedtargets: 5
maxvelocity: 430
mediums: 4
powergrid: 35
quote: A mighty wind arrests the weak.
quote_attribution: 'Excerpt from Meditations on the Way: Book of The Mountain'
reqskills: '*{{RequiredSkill|Caldari Frigate|V}}
** {{RequiredSkill|Spaceship Command|I}}
* {{RequiredSkill|Interceptors|I}}
** {{RequiredSkill|Evasive Maneuvering|V}}
*** {{RequiredSkill|Navigation|II}}
** {{RequiredSkill|Spaceship Command|III}}'
scanres: 860
sensortype: Gravimetric
sensorvalue: 12
shieldem: 0
shieldexp: 50
shieldhp: 550
shieldkin: 40
shieldtherm: 30
shipid: 11176
shipimg: Crow.jpg
shipname: Crow
sigradius: 35
structurehp: 375
targetrange: 32.5
tech: 2
totaltraintime: 23224030
turrets: 0
variations: '{{Ship|Raptor}}, {{Ship|Condor}}'
volume: 18000
warpspeed: 5
warptime: 5.46
source_url: https://wiki.eveuniversity.org/Crow
title: Crow
type_id: 11176
validation_score: 1.0
---
<img src="/11176.png" alt="Crow" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Crow is the Caldari fleet interceptor, repurposed from the combat interceptor role in Rubicon 1.0, and as such has a bonus to warp disruptor and scrambler range, as well as the MWD signature radius bonus common to all interceptors.
The Crow has 4 mid slots like the Stiletto, allowing it to fit both Point and Scram.
## Skills
Further information about additional or recommended skills to pilot Crow for a specific or its common role(s) can be written here.
## Tactics
No sub-article about Crow roles or piloting tactics. You can write them here.
## Notes
In the Uprising expansion, the Crow received a 10% bonus to shield hitpoints per level of Caldari Frigate, which may give this ship a niche as a slightly more durable interceptor.
## Patch History

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@@ -1,119 +0,0 @@
---
esi_data:
fitting_stats:
cpu_output: 160
high_slots: 3
low_slots: 3
med_slots: 4
powergrid_output: 38
rig_slots: 2
group: Interceptor
hull_stats:
hp_armor: 350
hp_shield: 525
hp_structure: 425
name: Raptor
race: Unknown
skill_requirements:
- level: 5
skill_id: 3330
- level: 1
skill_id: 12092
type_id: 11178
velocity: 420
image: /11178.png
last_updated: '2026-04-19T17:43:13.174273'
source: eve-university
source_stats:
armorem: 50
armorexp: 10
armorhp: 350
armorkin: 25
armortherm: 55
bandwidth: ''
bonuses: 15410108010060
capacitor: 355
cargohold: 92
class: Interceptor
cpu: 160
dronebay: ''
externallinks: ''
faction: Caldari State
grouping: Interceptors
highlights1: Fast Target Locking Time
highs: 3
hulltype: Condor Class
inertia: 3.4
info: Interceptors utilize a combination of advanced alloys and electronics to reduce
their effective signature radius. This, along with superior maneuverability and
speed, makes them very hard to target and track, particularly for high caliber
turrets.
launchers: 1
lows: 3
mass: 1050000
maxlockedtargets: 5
maxvelocity: 420
mediums: 4
powergrid: 38
quote: Speed and enthusiasm are the difference between loyalty and obligation.
quote_attribution: CEO Alakoni Ishanoya
reqskills: '*{{RequiredSkill|Caldari Frigate|V}}
** {{RequiredSkill|Spaceship Command|I}}
* {{RequiredSkill|Interceptors|I}}
** {{RequiredSkill|Spaceship Command|III}}
** {{RequiredSkill|Evasive Maneuvering|V}}
*** {{RequiredSkill|Navigation|II}}'
scanres: 940
sensortype: Gravimetric
sensorvalue: 14
shieldem: 0
shieldexp: 50
shieldhp: 525
shieldkin: 40
shieldtherm: 30
shipid: 11178
shipimg: Raptor.jpg
shipname: Raptor
sigradius: 34
structurehp: 425
targetrange: 27.5
tech: 2
totaltraintime: 23224030
turrets: 3
variations: '{{Ship|Crow}},{{Ship|Condor}}'
volume: 18000
warpspeed: 5
warptime: 4.95
source_url: https://wiki.eveuniversity.org/Raptor
title: Raptor
type_id: 11178
validation_score: 1.0
---
<img src="/11178.png" alt="Raptor" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Raptor is the Caldari combat interceptor. It is bonused for small hybrid damage and optimal range, and shield resists.
When blaster-fit, the Raptor's DPS falls below that of the other hybrid turret combat interceptor, the Taranis, but its 4 mid slots allow it to mount more tackle or EWAR modules, or to leverage its shield bonus with extra tank. Its optimal range bonus allows it to begin damaging its target earlier, while a Taranis would use much more time to reach a good position to apply DPS.
The Raptor can also be rail fit, but its DPS isn't much higher than the Crow in this role, while the Crow also benefits from higher speed and a tackle range bonus. If no weapons are fitted, the Raptor has enough PG for two medium shield extenders and is quite tanky.
## Skills
Further information about additional or recommended skills to pilot Raptor for a specific or its common role(s) can be written here.
## Tactics
No sub-article about Raptor roles or piloting tactics. You can write them here.
## Patch History
## Notes
You can write additional notes for Raptor here.

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@@ -1,30 +0,0 @@
---
is_meta: true
last_updated: '2026-04-19T18:08:16.328436'
nav_order: 0
source: generator
title: Ships Gallente
---
# Ships Gallente
## Summary
Landing page for Ships Gallente. Browse sub-categories and related pages.
## Sub-Categories
- [Attack battlecruisers](/ships/gallente/attack-battlecruisers)
- [Battleships](/ships/gallente/battleships)
- [Combat battlecruisers](/ships/gallente/combat-battlecruisers)
- [Cruisers](/ships/gallente/cruisers)
- [Destroyers](/ships/gallente/destroyers)
- [Frigates](/ships/gallente/frigates)
- [Interceptors](/ships/gallente/interceptors)
## Pages
- [Attack battlecruisers](/ships/gallente/attack-battlecruisers)
- [Battleships](/ships/gallente/battleships)
- [Combat battlecruisers](/ships/gallente/combat-battlecruisers)
- [Cruisers](/ships/gallente/cruisers)
- [Destroyers](/ships/gallente/destroyers)
- [Frigates](/ships/gallente/frigates)
- [Interceptors](/ships/gallente/interceptors)

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@@ -1,129 +0,0 @@
---
esi_data:
fitting_stats:
cpu_output: 360
high_slots: 8
low_slots: 5
med_slots: 4
powergrid_output: 1100
rig_slots: 3
group: Attack Battlecruiser
hull_stats:
hp_armor: 1890
hp_shield: 1750
hp_structure: 2180
name: Talos
race: Unknown
skill_requirements:
- level: 1
skill_id: 33097
type_id: 4308
velocity: 235
image: /4308.png
last_updated: '2026-04-19T17:41:27.796459'
source: eve-university
source_stats:
armorem: 50
armorexp: 10
armorhp: 1890
armorkin: 35
armortherm: 35
bandwidth: 25
bonuses: 57.595505
capacitor: 3100
cargohold: 600
class: Attack Battlecruiser
cpu: 360
dronebay: 25
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Gallente Federation
grouping: Standard Battlecruisers
highlights1: High amount of High slots
highlights2: ''
highlights3: ''
highlights4: ''
highs: 8
hulltype: Talos Class
inertia: 0.45
info: 'The Talos began in YC 110 as an R&D concept by ORE. Conceived as a patrol
craft for mining operations in lawless space, the Talos would have been abandoned
completely were it not adopted by the Black Eagles, a black-ops branch of the
Gallente government. The Black Eagles stripped the Talos of non-essential systems
and bolted on battleship-class weapons, creating a quick-strike craft ideal for
guerilla action.
The Talos remained a military secret until YC 113, when it was introduced into
wider circulation as a third tier battlecruiser. Today the Talos is manufactured
by Duvolle Labs, who modified the original ORE designs to bring it in line with
Gallente standards.'
launchers: 0
lows: 5
mass: 15552000
maxlockedtargets: 7
maxvelocity: 235
mediums: 4
powergrid: 1100
quote: Conventional warfare sometimes requires unconventional force.
quote_attribution: Unknown Black Eagle agent
reqskills: '* {{RequiredSkill|Gallente Battlecruiser|I}}
** {{RequiredSkill|Spaceship Command|III}}
** {{RequiredSkill|Gallente Cruiser|III}}
*** {{RequiredSkill|Spaceship Command|II}}
*** {{RequiredSkill|Gallente Destroyer|III}}
**** {{RequiredSkill|Gallente Frigate|III}}
***** {{RequiredSkill|Spaceship Command|I}}'
scanres: 210
sensortype: Magnetometric
sensorvalue: 20
shieldem: 0
shieldexp: 50
shieldhp: 1750
shieldkin: 40
shieldtherm: 20
shipid: 4308
shipimg: Talos.jpg
shipname: Talos
sigradius: 220
structurehp: 2180
targetrange: 70
tech: ''
totaltraintime: 1211640
turrets: 8
variations: ''
volume: 270000
warpspeed: 3.5
warptime: 9.7
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Talos
title: Talos
type_id: 4308
validation_score: 1.0
---
<img src="/4308.png" alt="Talos" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
With a damage and a tracking bonus, the Talos focuses on blasters, providing very high DPS, but limited range. In short, it has the DPS of a Megathron and the tank of a Thorax. However, with the range of heavy blasters and the second highest speed of the attack battlecruisers a shield-tanking Talos can be an effective kiter. A very good write-up is Know Your Enemy - Tier 3 Battlecruisers (January 2012) by The Altruist.
## Skills
Further information about additional or recommended skills to pilot Talos for a specific or its common role(s) can be written here.
## Tactics
The Talos can be fit for close-range blaster suicide ganking Exhumers in low-end (~0.5 security rating) high security space. Having 8 high slots and damage bonuses make it quite suitable for that purpose and extra DPS can be squeezed with boosters. Kinetic and thermal damage reduction might be preferable to spread out resistances if there are Talos sightings around ice or ore belts, but ultimately it might be safer to dock or flee before they get on grid and at close range.
## Notes
The Talos was a contestant in the create a starship contest.
Ship-troduction: The Gallente Talos
## Patch History

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@@ -1,142 +0,0 @@
---
esi_data:
fitting_stats:
cpu_output: 600
high_slots: 6
low_slots: 7
med_slots: 5
powergrid_output: 10000
rig_slots: 3
group: Battleship
hull_stats:
hp_armor: 8800
hp_shield: 7920
hp_structure: 9350
name: Dominix
race: Unknown
skill_requirements:
- level: 1
skill_id: 3336
type_id: 645
velocity: 109
image: /645.png
last_updated: '2026-04-19T17:48:12.731156'
source: eve-university
source_stats:
armorem: 50
armorexp: 10
armorhp: 8800
armorkin: 35
armortherm: 35
bandwidth: 125
bonuses: 107.5100505
capacitor: 6000
cargohold: 750
class: Battleship
cpu: 600
dronebay: 375
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Gallente Federation
forumlinks: ''
grouping: Standard Battleships
highlights1: High Amount of Low Slots
highlights2: ''
highlights3: ''
highlights4: ''
highs: 6
hulltype: Dominix Class
inertia: 0.125
info: The Dominix is one of the old warhorses dating back to the Gallente-Caldari
War. While no longer regarded as the king of the hill, it is by no means obsolete.
Its formidable hulk and powerful drone arsenal means that anyone not in the largest
and latest battleships will regret ever locking horns with it.
launchers: 0
lows: 7
mass: 100250000
maxlockedtargets: 7
maxvelocity: 109
mediums: 5
powergrid: 10000
quote: Metal hands make light work.
quote_attribution: Gallente expression
reqskills: '*{{RequiredSkill|Gallente Battleship|I}}
** {{RequiredSkill|Spaceship Command|IV}}
** {{RequiredSkill|Gallente Battlecruiser|III}}
*** {{RequiredSkill|Spaceship Command|III}}
*** {{RequiredSkill|Gallente Cruiser|III}}
**** {{RequiredSkill|Spaceship Command|II}}
**** {{RequiredSkill|Gallente Destroyer|III}}
***** {{RequiredSkill|Gallente Frigate|III}}
****** {{RequiredSkill|Spaceship Command|I}}'
scanres: 117
sensortype: Magnetometric
sensorvalue: 22
shieldem: 0
shieldexp: 50
shieldhp: 7920
shieldkin: 40
shieldtherm: 20
shipid: 645
shipimg: Dominix.jpg
shipname: Dominix
sigradius: 465
structurehp: 9350
targetrange: 84.0
tech: ''
totaltraintime: 3205510
turrets: 6
variations: '{{Ship|Sin}},<br>
{{Ship|Dominix Navy Issue}}'
volume: 454500
warpspeed: 3
warptime: 17.37
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Dominix
title: Dominix
type_id: 645
validation_score: 1.0
---
<img src="/645.png" alt="Dominix" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Dominix (or "Domi") is an iconic droneboat with a bonus to drone damage and hit points. It is the fifth entry in the Gallente line of droneboats, after the Tristan, Algos, Vexor, and Myrmidon.
It has the 125Mb bandwidth required to field a full flight of heavy or sentry drones and a 375m³ drone bay large enough to carry several flights of differently sized drones. This provides pilots with either flexibility in choosing drones, or the ability to replace lost drones when opponents are destroying them. Flexibility is generally the theme for the Dominix, which is open to many types of fitting.
In PvP, Dominixes are typically flown solo PvP or in small fleets (often, if in small fleets, using remote repairers to support each other).
The Dominix is also used for various kinds of PvE combat. It can run nullsec anomalies where the drones automatically aggro the NPCs, but it is also a popular choice for running Level 4 missions. The Dominix outcompetes the other Tech 1 drone battleship, the Armageddon, in this role, as it has bonuses to drone tracking and range that the Armageddon lacks.
## Skills
Further information about additional or recommended skills to pilot Dominix for a specific or its common role(s) can be written here.
## Tactics
PvP
As most of the ship's DPS stems from the drones, the high slots can be used in many ways. Turrets can make a Dominix into an absolute DPS machine. With no bonuses for a particular turret type, projectile turrets are a popular option, as they use no capacitor and allow damage selection.
Remote reps are a popular high slot choice for small groups of Domis, which can then collectively repair whichever member is targeted. Energy neutralizers for capacitor warfare are obviously also helpful. A drone link augmentor can usefully increase the drone control range.
The Dominix is also flexible in its tank. It is most commonly armor-tanked, either buffer or active. It also has many hull hitpoints, making a hull tank viable. In some cases Domis are even shield-tanked.
PvE
Domis in missions often use sentries and an MJD to snipe the NPCs from a distance, but fits based on heavy drones are also viable.
## Notes
The Dominix is sometimes humorously called the "Space Potato" because of its round, squat appearance.
## Patch History

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@@ -1,131 +0,0 @@
---
esi_data:
fitting_stats:
cpu_output: 600
high_slots: 7
low_slots: 7
med_slots: 5
powergrid_output: 16000
rig_slots: 3
group: Battleship
hull_stats:
hp_armor: 8800
hp_shield: 8250
hp_structure: 9350
name: Hyperion
race: Unknown
skill_requirements:
- level: 1
skill_id: 3336
type_id: 24690
velocity: 115
image: /24690.png
last_updated: '2026-04-19T17:38:36.145567'
source: eve-university
source_stats:
armorem: 50
armorexp: 10
armorhp: 8800
armorkin: 35
armortherm: 35
bandwidth: 125
bonuses: 107.5100505
capacitor: 7200
cargohold: 845
class: Battleship
cpu: 600
dronebay: 175
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Gallente Federation
forumlinks: ''
grouping: Standard Battleships
highlights1: High Amount of High Slots
highlights2: ''
highlights3: ''
highlights4: ''
highs: 7
hulltype: Hyperion Class
inertia: 0.118
info: 'Recognizing the necessity for a blaster platform to round out their high-end
arsenal, the Federation Navy brought in top-level talent to work on the Hyperion.
The result: one of the most lethal and versatile gunboats ever to take to the
dark skies.'
launchers: 1
lows: 7
mass: 100200000
maxlockedtargets: 7
maxvelocity: 115
mediums: 5
powergrid: 16000
quote: Point-blank devastation.
quote_attribution: Duvolle Laboratories LFTE
reqskills: '*{{RequiredSkill|Gallente Battleship|I}}
** {{RequiredSkill|Spaceship Command|IV}}
** {{RequiredSkill|Gallente Battlecruiser|III}}
*** {{RequiredSkill|Spaceship Command|III}}
*** {{RequiredSkill|Gallente Cruiser|III}}
**** {{RequiredSkill|Spaceship Command|II}}
**** {{RequiredSkill|Gallente Destroyer|III}}
***** {{RequiredSkill|Gallente Frigate|III}}
****** {{RequiredSkill|Spaceship Command|I}}'
scanres: 143
sensortype: Magnetometric
sensorvalue: 23
shieldem: 0
shieldexp: 50
shieldhp: 8250
shieldkin: 40
shieldtherm: 20
shipid: 24690
shipimg: Hyperion.jpg
shipname: Hyperion
sigradius: 485
structurehp: 9350
targetrange: 85.4
tech: ''
totaltraintime: 3205510
turrets: 6
variations: <i>none</i>
volume: 470000
warpspeed: 3
warptime: 16.39
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Hyperion
title: Hyperion
type_id: 24690
validation_score: 1.0
---
<img src="/24690.png" alt="Hyperion" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Hyperion is a Tech 1 Gallente battleship. It is the battleship entry in the Gallente's long line of active armor tanked blaster brawlers, including the Incursus and Brutix. It is commonly used as a blaster brawler. The already good DPS of blasters combined with the Hyperion's damage bonus and big drone bay lead to impressive DPS at point blank range. The Hyperion has an armor repairer bonus and a lot of hull hitpoints. This means the Hyperion is often active armor tanked or hull buffer tanked or a mix of those. In the case of a mix, ancillary repairers are a popular choice.
Many incursion groups suggest the Hyperion as an entry ship to progress into a Vindicator.
## Skills
Due to the Hyperion's abysmal tracking, it is recommended to train Motion Prediction to 5 in the long term in order to have any chance of hitting small, evasive ships. Additionally it is a good idea to brush up on drone skills to gain an alternate method of dealing with frigates.
While meta modules can work om the Hyperion it is highly recommended that you train for a Tech 2 armor tank; combined with the rep bonus this can make for a very tanky battleship.
## Tactics
Blaster-fitted Hyperions must face the challenge of all blaster ships: getting into ranges where they can apply blasters' tremendous potential DPS. As it is a battleship and, unlike the Megathron, has no bonus to tracking, the Hyperion pilot must also pay attention to their ability to track smaller targets. Assistance from smaller tackling ships able to web targets and turn targets' MWDs off makes a big difference.
Pilots mounting a local active tank to take advantage of the hull bonus must prepare for the extra cognitive load of managing the tank directly during combat and should remember that they can overheat their tank to improve its performance in a tight spot.
## Notes
In ancient Greek mythology, Hyperion was a mythological precursor deity associated with the Sun. Some writers considered him the father of Helios, while others treated "Helios" and "Hyperion" as names for the same figure.
Like the Tempest, the Hyperion shares its name with a major literary work, in this case, an unfinished epic poem by John Keats.
## Patch History

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@@ -1,132 +0,0 @@
---
esi_data:
fitting_stats:
cpu_output: 600
high_slots: 7
low_slots: 8
med_slots: 4
powergrid_output: 15500
rig_slots: 3
group: Battleship
hull_stats:
hp_armor: 7150
hp_shield: 6930
hp_structure: 8250
name: Megathron
race: Unknown
skill_requirements:
- level: 1
skill_id: 3336
type_id: 641
velocity: 122
image: /641.png
last_updated: '2026-04-19T17:50:11.709435'
source: eve-university
source_stats:
armorem: 50
armorexp: 10
armorhp: 7150
armorkin: 35
armortherm: 35
bandwidth: 75
bonuses: 57.5100505
capacitor: 6000
cargohold: 845
class: Battleship
cpu: 600
dronebay: 75
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Gallente Federation
grouping: Standard Battleships
highlights1: High Amount of High Slots
highlights2: High Amount of Low Slots
highlights3: ''
highlights4: ''
highs: 7
hulltype: Megathron Class
inertia: 0.114
info: The Megathron has established itself as one of the most feared and respected
battleships around. Since its first appearance almost two decades ago it has seen
considerable service in the troublesome regions on the outskirts of the Federation,
helping to expand and defend Gallentean influence there.
launchers: 0
lows: 8
mass: 98400000
maxlockedtargets: 7
maxvelocity: 122
mediums: 4
powergrid: 15500
quote: Liberty through superior firepower.
quote_attribution: Roden marketing division
reqskills: '* {{RequiredSkill|Gallente Battleship|I}}
** {{RequiredSkill|Spaceship Command|IV}}
** {{RequiredSkill|Gallente Battlecruiser|III}}
*** {{RequiredSkill|Spaceship Command|III}}
*** {{RequiredSkill|Gallente Cruiser|III}}
**** {{RequiredSkill|Spaceship Command|II}}
**** {{RequiredSkill|Gallente Destroyer|III}}
***** {{RequiredSkill|Gallente Frigate|III}}
****** {{RequiredSkill|Spaceship Command|I}}'
scanres: 124
sensortype: Magnetometric
sensorvalue: 21
shieldem: 0
shieldexp: 50
shieldhp: 6930
shieldkin: 40
shieldtherm: 20
shipid: 641
shipimg: Megathron.jpg
shipname: Megathron
sigradius: 380
structurehp: 8250
targetrange: 87
tech: ''
totaltraintime: 3205510
turrets: 7
variations: '{{Ship|Kronos}}, {{Ship|Megathron Navy Issue}}, {{Ship|Vindicator}},
{{Ship|Megathron Federate Issue}}'
volume: 470000
warpspeed: 3
warptime: 15.55
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Megathron
title: Megathron
type_id: 641
validation_score: 1.0
---
<img src="/641.png" alt="Megathron" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Megathron is a gun boat, specializing in large hybrid turrets, and being something of a spiritual successor to the Thorax and Catalyst. With 4 mid slots and 8 lows, it is almost exclusively armor-tanked, and can mount a thick armor buffer or a respectable active tank (though it lacks the Hyperion's active tank bonus). It has the bandwidth and drone bay to field either a flight of 3 heavy drones or full flights of both light and medium drones to add to its DPS.
In fleet combat Megathrons are usually fitted with railguns which can reach very good ranges due to spike ammunition; at the same time the application is decent due to the bonus to tracking speed. Besides that, it can also be used as a high-DPS brawler.
The Megathron is also traditionally used to roll wormholes. This is because with the old wormhole mechanics it was favorable to have a ship mass of just under 100 kt before fitting. In comparison to the other options the Megathron has many low slots for tank, and enough mid slots for a range of prop mods.
## Skills
Like any battleship, the Megathron is a substantial step up from cruisers and battlecruisers, and benefits from good fitting skills and general support skills. Gunnery support skills and armor tank skills are especially helpful; being able to mount Tech 2 armor tank modules increases the ship's survivability.
Tech 2 hybrid turrets are not an absolute must for a new Megathron pilot, but they are a desirable medium-term goal for anyone seriously using the ship, as they increase DPS and allow the use of T2 ammo. They are gated through the long trains of Large Hybrid Turret V, Motion Prediction V (T2 blasters) and Sharpshooter V (T2 railguns).
## Tactics
No sub-article about Megathron roles or piloting tactics. You can write them here.
## Notes
The Megathron has had relatively high-profile coverage reaching beyond the EVE player community. The insistence of a player named "Baltec1" on flying the ship developed a memetic force within the culture of Goonswarm, who eventually named a railgun doctrine fit the "Baltec Megathron" in his honor.
## History
Historically, the Megathron was a fixture of sniper fleets in the late 2000s and early 2010s. Although outranged by the Apocalypse and Rokh, the Megathron was preferred in most circumstances due to its unique combination of armor tank, tracking and rate-of-fire bonuses, and good drone capacity.

View File

@@ -1,125 +0,0 @@
---
esi_data:
fitting_stats:
cpu_output: 435
high_slots: 7
low_slots: 6
med_slots: 4
powergrid_output: 1125
rig_slots: 3
group: Combat Battlecruiser
hull_stats:
hp_armor: 4500
hp_shield: 3500
hp_structure: 5000
name: Brutix
race: Unknown
skill_requirements:
- level: 1
skill_id: 33097
type_id: 16229
velocity: 160
image: /16229.png
last_updated: '2026-04-19T17:38:47.265503'
source: eve-university
source_stats:
armorem: 50
armorexp: 10
armorhp: 4500
armorkin: 35
armortherm: 35
bandwidth: 50
bonuses: 107.5255
capacitor: 3100
cargohold: 475
class: Combat Battlecruiser
cpu: 435
dronebay: 75
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Gallente Federation
forumlinks: ''
grouping: Standard Battlecruisers
highlights1: Can use Command Burst module
highlights2: High Amount of High Slots
highlights3: ''
highlights4: ''
highs: 7
hulltype: Brutix Class
inertia: 0.68
info: One of the most ferocious war vessels to ever spring from Gallente starship
design, the Brutix is a behemoth in every sense of the word. When this hard-hitting
monster appears, the battlefield takes notice.
launchers: 0
lows: 6
mass: 11800000
maxlockedtargets: 7
maxvelocity: 160
mediums: 4
powergrid: 1125
quote: The stronger the foundations, the more powerful the attack.
quote_attribution: Martial handbook of the Garoun Empire
reqskills: '*{{RequiredSkill|Gallente Battlecruiser|I}}
** {{RequiredSkill|Spaceship Command|III}}
** {{RequiredSkill|Gallente Cruiser|III}}
*** {{RequiredSkill|Spaceship Command|II}}
*** {{RequiredSkill|Gallente Destroyer|III}}
**** {{RequiredSkill|Gallente Frigate|III}}
***** {{RequiredSkill|Spaceship Command|I}}'
scanres: 200
sensortype: Magnetometric
sensorvalue: 18
shieldem: 0
shieldexp: 50
shieldhp: 3500
shieldkin: 40
shieldtherm: 20
shipid: 16229
shipimg: Brutix.jpg
shipname: Brutix
sigradius: 305
structurehp: 5000
targetrange: 60.0
tech: ''
totaltraintime: 1211640
turrets: 6
variations: '{{Ship|Astarte}},{{Ship|Brutix Navy Issue}}'
volume: 270000
warpspeed: 3.5
warptime: 11.12
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Brutix
title: Brutix
type_id: 16229
validation_score: 1.0
---
<img src="/16229.png" alt="Brutix" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Brutix is known as a very high DPS combat battlecruiser. Like many Gallente ships, the Brutix has a lot of structure hitpoints. This makes it favourable to hull tank it for solo PvP or small fleets although it has a bonus to armor repairers. Fits with armor repairers are problematic because you will face difficult decisions due to fitting constraints. In PvE, the Brutix is normally passed over in favor of its sister the Myrmidon.
## Skills
Further information about additional or recommended skills to pilot Brutix for a specific or its common role(s) can be written here.
## Tactics
The Brutix can be either a brawler with blasters or a long-range DPS platform with railguns.
Flying it as a brawler is quite simple: warp and/or burn as close to the enemy as possible, shoot, broadcast for reps when targeted or run local reps if lacking logistics support and flying with an active tank. As a battlecruiser, the Brutix can fit a micro jump drive, which can make it a nasty (though not especially maneuverable) high-DPS MJD tackler, or can allow a brawling fit to plan to kill anything within scram range and then MJD out of trouble.
A railgun Brutix can deal good medium-range DPS for a relatively low price. For large-scale fleets it is somewhat out-competed in this role by the Caldari Ferox, which has an additional range bonus. Lightly-tanked rail Brutixes can work well in smaller mobile gangs, with other lighter ships providing tackle and screening off enemy tacklers.
## Notes
You can add notes here.
## Patch History

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@@ -1,138 +0,0 @@
---
esi_data:
fitting_stats:
cpu_output: 400
high_slots: 5
low_slots: 6
med_slots: 5
powergrid_output: 1050
rig_slots: 3
group: Combat Battlecruiser
hull_stats:
hp_armor: 4500
hp_shield: 3500
hp_structure: 4750
name: Myrmidon
race: Unknown
skill_requirements:
- level: 1
skill_id: 33097
type_id: 24700
velocity: 145
image: /24700.png
last_updated: '2026-04-19T17:43:21.814428'
source: eve-university
source_stats:
armorem: 50
armorexp: 10
armorhp: 4500
armorkin: 35
armortherm: 35
bandwidth: 100
bonuses: "<b>Gallente Battlecruiser bonuses (per skill level):</b><br>10% bonus\
\ to Drone hitpoints and damage<br>7.5% bonus to Armor Repairer amount<br><b>Role\
\ Bonus:</b><br>\u2022&nbsp;Can use one Command Burst module<br>12.5% bonus to\
\ Drone microwarp velocity<br>50% bonus to Command Burst area of effect range<br>"
capacitor: 2900
cargohold: 400
class: Combat Battlecruiser
cpu: 400
dronebay: 200
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Gallente Federation
forumlinks: ''
grouping: Standard Battlecruisers
highlights1: Can use Command Burst module
highlights2: ''
highlights3: ''
highlights4: ''
highs: 5
hulltype: Myrmidon Class
inertia: 0.7
info: Worried that their hot-shot pilots would burn brightly in their eagerness
to engage the enemy, the Federation Navy created a ship that encourages caution
over foolhardiness. A hardier version of its counterpart, the Myrmidon is a ship
designed to persist in battle. Its numerous medium and high slots allow it to
slowly bulldoze its way through the opposition, while its massive drone space
ensures that no enemy is left unscathed.
launchers: 0
lows: 6
mass: 12700000
maxlockedtargets: 7
maxvelocity: 145
mediums: 5
powergrid: 1050
quote: Patience has won more battles than haste.
quote_attribution: Vice Admiral Foriana Revelli
reqskills: '*{{RequiredSkill|Gallente Battlecruiser|I}}
** {{RequiredSkill|Spaceship Command|III}}
** {{RequiredSkill|Gallente Cruiser|III}}
*** {{RequiredSkill|Spaceship Command|II}}
*** {{RequiredSkill|Gallente Destroyer|III}}
**** {{RequiredSkill|Gallente Frigate|III}}
***** {{RequiredSkill|Spaceship Command|I}}'
scanres: 200
sensortype: Magnetometric
sensorvalue: 18
shieldem: 0
shieldexp: 50
shieldhp: 3500
shieldkin: 40
shieldtherm: 20
shipid: 24700
shipimg: Myrmidon.jpg
shipname: Myrmidon
sigradius: 305
structurehp: 4750
targetrange: 55.0
tech: ''
totaltraintime: 1211640
turrets: 5
variations: '{{Ship|Eos}}, {{Ship|Myrmidon Navy Issue}}'
volume: 270000
warpspeed: 3.5
warptime: 12.32
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Myrmidon
title: Myrmidon
type_id: 24700
validation_score: 1.0
---
<img src="/24700.png" alt="Myrmidon" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Myrmidon (or "Myrm") is a versatile drone-armed battlecruiser, with a strong bonus to drones and a bonus for armour repairers. To match the weapon range bonuses on other battlecruiser hulls, it has a drone speed bonus.
With a relatively balanced 5/6 layout of mid and low slots and no need to rely on its high slots for primary damage, the Myrmidon can be fitted in a wide variety of ways. Compared to the Amarr Prophecy drone battlecruiser, the Myrmidon has more bandwidth but a smaller dronebay, which means that it can deal more raw damage, including more heavy drones in its mix if necessary, but has a little less tactical flexibility. The ship has five turret hardpoints and no missile hardpoints whatsoever; with no bonuses for any kind of mounted weapon, projectile turrets are sometimes preferred by high-SP pilots, as they use no capacitor and allow for damage type selection. The high slots can also be used for command bursts, or for capacitor warfare.
In PvE, the Myrmidon makes a fine stepping-stone between the Vexor and the Dominix, and will chew happily through Level 3 missions. Players living in nullsec also sometimes use it to run combat sites and to rat in belts. For PvE combat it typically mounts an active armour tank. The Myrmidon is rare in large-fleet PvP, but can be a powerful and underestimated ship in small-gang and solo PvP.
## Skills
As a battlecruiser, a Myrmidon is a step up from cruisers, and is a good point to be ensuring that you have good fitting skills and can mount Tech 2 tanking modules. Drone skills are obviously important to the ship. While it is perfectly fine for PvE to fly it with Tech 1 drones initially, pilots should look into training for Tech 2 drones if they intend to fly the ship often, and especially if they plan to move on up to the Dominix.
PvP Myrmidon pilots can consider training for projectile turrets and for capacitor warfare. The ship can mount a command burst (or several, with the right rigs), and while command skills are a slow train they can pay off in good bonuses for you and for your fleetmates. The ship can also mount a Micro Jump Drive, making Micro Jump Drive Operation handy.
## Tactics
For PvE, bring drones appropriate to your targets' weaknesses, and an active armour tank with strengthened resistances against the damage type(s) you will be receiving. Make sure you have a flight of light drones to deal with small targets.
In PvP a multi-rep active armour tank using the hull's bonuses and an armour command burst can achieve quite startling EHP recovery per second. The Myrm can be tanked in other ways, though: buffer armour and even buffer hull tanks can have a lot of EHP and can free up more low slots and capacitor for other purposes.
Fit autocannon in the high slots to push towards the ship's DPS ceiling, or fit energy neutralizers to shut other ships down. With energy neutralizers in the highs and scram-web in the mids, a Myrmidon can have terrifying brawling potential—if it can close in on the enemy.
Besides raw damage, a flight of ECM drones can come in handy. The Myrmidon is a typical PvE ship: to bait hunters into coming onto grid and engaging you, you can try bringing a single flight of Tech 1 light drones and popping them out to show on d-scan, then abandoning them and unleashing Tech 2 drones once you have someone pinned.
## Notes
In ancient Greek mythology, the Myrmidons were a tribe in Thessaly; in Homer's Iliad, they are the soldiers serving under Achilles. The classical Greeks thought, possibly wrongly, that the name came from their word for "ant" and meant "ant people". In medieval and early modern Europe, "myrmidon" came to be associated with ant-like unfeeling loyalty, and the word was used in ways not unlike the more modern word "robot". Most of these associations seem appropriate to the Myrmidon's drone bonus, and the ship was probably named for one of them, or possibly for several at once.
## Patch History

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@@ -1,18 +0,0 @@
---
is_meta: true
last_updated: '2026-04-19T18:08:16.328593'
nav_order: 0
source: generator
title: Ships Gallente Cruisers
---
# Ships Gallente Cruisers
## Summary
Landing page for Ships Gallente Cruisers. Browse sub-categories and related pages.
## Pages
- [Celestis](/ships/gallente/cruisers/celestis)
- [Exequror](/ships/gallente/cruisers/exequror)
- [Thorax](/ships/gallente/cruisers/thorax)
- [Vexor](/ships/gallente/cruisers/vexor)

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@@ -1,135 +0,0 @@
---
esi_data:
fitting_stats:
cpu_output: 375
high_slots: 3
low_slots: 5
med_slots: 5
powergrid_output: 575
rig_slots: 3
group: Cruiser
hull_stats:
hp_armor: 1300
hp_shield: 1200
hp_structure: 1700
name: Celestis
race: Unknown
skill_requirements:
- level: 1
skill_id: 3332
type_id: 633
velocity: 210
image: /633.png
last_updated: '2026-04-19T17:51:50.203595'
source: eve-university
source_stats:
armorem: 50
armorexp: 10
armorhp: 1300
armorkin: 35
armortherm: 35
bandwidth: 50
bonuses: <b>Gallente Cruiser bonuses (per skill level):</b><br>7.5% bonus to Remote
Sensor Dampener effectiveness<br>7.5% bonus to Remote Sensor Dampener optimal
range and falloff<br>
capacitor: 1300
cargohold: 320
class: Cruiser
cpu: 375
dronebay: 50
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Gallente Federation
forumlinks: ''
grouping: Standard Cruisers
highlights1: ''
highlights2: ''
highlights3: ''
highlights4: ''
highs: 3
hulltype: Celestis Class
inertia: 0.505
info: The Celestis cruiser is a versatile ship which can be employed in a myriad
of roles, making it handy for small corporations with a limited number of ships.
True to Gallente style the Celestis is especially deadly in close quarters combat
due to its advanced targeting systems.
launchers: 3
lows: 5
mass: 12070000
maxlockedtargets: 8
maxvelocity: 210
mediums: 5
powergrid: 575
quote: Power is only relevant once they hit.
quote_attribution: Duvolle Laboratories doctrinal white paper
reqskills: '*{{RequiredSkill|Gallente Cruiser|I}}
** {{RequiredSkill|Spaceship Command|II}}
** {{RequiredSkill|Gallente Destroyer|III}}
*** {{RequiredSkill|Gallente Frigate|III}}
**** {{RequiredSkill|Spaceship Command|I}}'
scanres: 290
sensortype: Magnetometric
sensorvalue: 18
shieldem: 0
shieldexp: 50
shieldhp: 1200
shieldkin: 40
shieldtherm: 20
shipid: 633
shipimg: Celestis.jpg
shipname: Celestis
sigradius: 135
structurehp: 1700
targetrange: 75.0
tech: ''
totaltraintime: 191530
turrets: 3
variations: '{{Ship|Arazu}},{{Ship|Lachesis}}'
volume: 116000
warpspeed: 4
warptime: 8.45
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Celestis
title: Celestis
type_id: 633
validation_score: 1.0
---
<img src="/633.png" alt="Celestis" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
No summary available.
## Skills
Sensor Linking is the primary skill of the Damper. Train it initially to III and get some experience under your belt. If this is your preferred method of Ewar then get it to IV. Each level of skill reduces the cap consumption of damps by 5%, and just like any energy weapon boat, cap is life. Not just for yourself, but potentially even for your entire fleet. The more you can damp for longer, the greater chance is there for you to break/damp an enemy logi/cap chain - which could swing the tide of an entire engagement.
Jury Rigging III and Electronic Superiority Rigging I will also let you fit the Particle Dispersion Projector rig, which increases the optimal range of your damps. Letting you stand off even further from the enemy while still landing your damps 100%. This will of course mean you also need Long Range Targeting V in addition to fitting a Signal Amplifier - which requires Electronics Upgrades Getting this to V means you can fit the T2 version, even further increasing your locking range.
CPU Management V is a double must for pursuing the Ewar path and a primary core fitting skill. Get this as soon as possible.
The dedicated (or at least very frequent) Celestis pilot may also wish to train Signal Suppression which increases the effectiveness of scan resolution and target dampening by 5% per level. Coupled with the Inverted Signal Field Projector series of Electronic Superiority rigs (another 5% added effectiveness of fitted damps), this can potentially reduce the targeted ship's scan resolution or targeting range to the point of complete ineffectiveness.
## Tactics
Be aware of the various sensor ranges of different ships. This is similar to how ECM pilots need to know what ships use what type of sensors. If you suspect the ship you are damping has lost its locks because its targets are outside the sensor range, immediately switch to sensor resolution scripts and destroy their resolution so they take forever to re-lock. If you do both on the same ship, they can be made to be almost as helpless as when facing perma-jams from a Falcon, or sometimes even more helpless if they have no drones or you just killed their drones. This trick is especially useful against logistics vessels. It is less useful against snipers but still good against brawlers that like to engage at close range. With two damps each at 50% effect, you can expect to dampen down a ship's sensor range to 1/4th of its normal value without any modifications. It gets less effective after that.
The Celestis is somewhat of an easier ship to fly than the Blackbird. You don't miss on your damps unless you are out of range. The ship doesn't particularly need a lot of compromises with the balanced slot layout and increased lows relative to other T1 EWAR cruisers like the Blackbird or Bellicose. You have good tank and lots of damps, while also being flexible in fitting for sensor range, sensor resolution if you need fast locks, etc. Pilots with projectile, blaster, and missile skills can fit their favorite weapons without much difficulty.
Some experimentation may let us see whether a kiting Celestis that can fly with a kiting gang could be usable or not, by fitting an active tank in place of armor plates. This seems unlikely, however, since EWAR boats like this one, bonused for range, operate better as solo snipers that utilize a lot of tactical on-grid bookmarks.
The Celestis' solid drone bay capacity and drone bandwidth also afford several tactical options. When engaging kiting gangs, Warrior IIs (due to their enhanced speed relative to other light drones) and ECM drones are recommended. Try to get the medium ECM drones if you can fit them in the drone bay. ECM drones can break the lock of tacklers or other hostiles who manage to get in range of you, and then you can damp their sensor resolution so they are mostly rendered crippled and ineffective.
With its recent prevalent use, the Celestis is one of the first things an enemy FC will look to primary, given its use as anti-logi and possibly breaking/disrupting their reps and cap chains. Therefore, when flying this boat, arrive 'fashionably late'. Let the DPS ships and brick tanks arrive on the field first to draw aggro. If possible, prevent yourself from getting fleet/squad warped with (default= - ) and warp to a fleetmate already in the battle at your optimal range. Once on grid, align to a random celestial, and then begin your damps. If you are so much as target locked ("yellow boxed"), warp out and bounce back to the field from another angle of attack, and repeat. Your are no use to your fleet/FC dead by being targeted and destroyed by the enemy at the first instant of battle.
Do not just limit yourself to targeting logi though; any typical sniper boat, like the Oracle and Tornado will need attention from your damps to allow your gang/fleet to get within range without getting fleetmates destroyed every time the enemy cycles their lasers/artillery. If there are no logi/snipers among the enemy, then let your damps fall on the primary as called by the FC to help curb outgoing enemy DPS/target locks.
## Notes
You can add notes here.
## Patch History

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@@ -1,125 +0,0 @@
---
esi_data:
fitting_stats:
cpu_output: 275
high_slots: 3
low_slots: 6
med_slots: 4
powergrid_output: 610
rig_slots: 3
group: Cruiser
hull_stats:
hp_armor: 1400
hp_shield: 1000
hp_structure: 1600
name: Exequror
race: Unknown
skill_requirements:
- level: 1
skill_id: 3332
type_id: 634
velocity: 240
image: /634.png
last_updated: '2026-04-19T17:43:39.967681'
source: eve-university
source_stats:
armorem: 50
armorexp: 10
armorhp: 1400
armorkin: 35
armortherm: 35
bandwidth: 50
bonuses: 12.554301
capacitor: 1925
cargohold: 495
class: Cruiser
cpu: 275
dronebay: 50
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Gallente Federation
forumlinks: ''
grouping: Standard Cruisers
highlights1: ''
highlights2: ''
highlights3: ''
highlights4: ''
highs: 3
hulltype: Exequror Class
inertia: 0.61
info: In YC114 each major empire faction, having been embroiled in a harrowing,
extensive, long-term war, recognized the growing need for support and logistics
functionality in their vessels during the kind of protracted interstellar warfare
that might otherwise prove exhausting for its participants. Both Frigate and Cruiser-class
ships were put under the microscope, and in the Gallente Federation the outcome
of the re-evaluation process led, among other developments, to a redesign and
redeployment of the Exequoror.<br><br>The Exequror was a heavy cargo cruiser originally
strong enough to defend itself against raiding frigates, though it lacked prowess
in heavier combat situations. After its redesign, it had some of that bulk - and,
necessarily, some of that strength - yanked out and replaced with the capability
to help others in heavy combat situations, in particular those who needed armor
repairs.
launchers: 0
lows: 6
mass: 11020000
maxlockedtargets: 8
maxvelocity: 240
mediums: 4
powergrid: 610
quote: Cooperation is the first step on the road to victory.
quote_attribution: Grand Admiral Anteson Ranchel
reqskills: '*{{RequiredSkill|Gallente Cruiser|I}}
** {{RequiredSkill|Spaceship Command|II}}
** {{RequiredSkill|Gallente Destroyer|III}}
*** {{RequiredSkill|Gallente Frigate|III}}
**** {{RequiredSkill|Spaceship Command|I}}'
scanres: 295
sensortype: Magnetometric
sensorvalue: 14
shieldem: 0
shieldexp: 50
shieldhp: 1000
shieldkin: 40
shieldtherm: 20
shipid: 634
shipimg: Exequror.jpg
shipname: Exequror
sigradius: 80
structurehp: 1600
targetrange: 55.0
tech: ''
totaltraintime: 191530
turrets: 3
variations: '{{Ship|Oneiros}},{{Ship|Exequror Navy Issue}}'
volume: 113000
warpspeed: 4
warptime: 9.32
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Exequror
title: Exequror
type_id: 634
validation_score: 1.0
---
<img src="/634.png" alt="Exequror" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Exequror is a dedicated Tech 1 logistics cruiser, with bonuses to remote armor repair range and power. Like the Amarr Augoror, the Exequror repairs armor; but unlike the Augoror and like the Minmatar Scythe, it's designed to supply itself with capacitor locally. It is designed to fit 3 Medium Remote Armor Repairers in its highs and an armor tank in the lows. Getting the Exequror to be cap stable with 3 reppers and a good tank can be tricky with low character skills.
The Exequror offers a good stepping-stone into logistics piloting. The same player (not character) skills of organisation, quick reactions and steadiness under fire are used in piloting its more powerful Tech 2 equivalent, the Oneiros.
## Tactics
See the wiki's general discussion of logistics tactics for piloting advice.
## Notes
You can add notes here.
## Patch History

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@@ -1,140 +0,0 @@
---
esi_data:
fitting_stats:
cpu_output: 330
high_slots: 5
low_slots: 5
med_slots: 4
powergrid_output: 860
rig_slots: 3
group: Cruiser
hull_stats:
hp_armor: 1600
hp_shield: 1200
hp_structure: 1600
name: Thorax
race: Unknown
skill_requirements:
- level: 1
skill_id: 3332
type_id: 627
velocity: 250
image: /627.png
last_updated: '2026-04-19T17:48:45.299641'
source: eve-university
source_stats:
armorem: 50
armorexp: 10
armorhp: 1600
armorkin: 35
armortherm: 35
bandwidth: 50
bonuses: 57.5
capacitor: 1450
cargohold: 465
class: Cruiser
cpu: 330
dronebay: 50
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Gallente Federation
grouping: Standard Cruisers
highlights1: ''
highlights2: ''
highlights3: ''
highlights4: ''
highs: 5
hulltype: Thorax Class
inertia: 0.49
info: The Thorax-class cruiser is the latest combat ship commissioned by the Federation.
While the Thorax is a very effective ship at any range, typical of modern Gallente
design philosophy it is most effective when working at extreme close range where
its blasters and hordes of combat drones tear through even the toughest of enemies.
launchers: 0
lows: 5
mass: 11280000
maxlockedtargets: 6
maxvelocity: 250
mediums: 4
powergrid: 860
quote: Like bringing a shotgun to a knife fight.
quote_attribution: Vice Admiral Foriana Revelli
reqskills: '* {{RequiredSkill|Gallente Cruiser|I}}
** {{RequiredSkill|Spaceship Command|II}}
** {{RequiredSkill|Gallente Destroyer|III}}
*** {{RequiredSkill|Gallente Frigate|III}}
**** {{RequiredSkill|Spaceship Command|I}}'
scanres: 280
sensortype: Magnetometric
sensorvalue: 15
shieldem: 0
shieldexp: 50
shieldhp: 1200
shieldkin: 40
shieldtherm: 20
shipid: 627
shipimg: Thorax.jpg
shipname: Thorax
sigradius: 120
structurehp: 1600
targetrange: 52.5
tech: ''
totaltraintime: 191530
turrets: 5
variations: '{{Ship|Phobos}},{{Ship|Deimos}},{{Ship|Vigilant}}'
volume: 112000
warpspeed: 4
warptime: 7.66
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Thorax
title: Thorax
type_id: 627
validation_score: 1.0
---
<img src="/627.png" alt="Thorax" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Thorax is a gunboat, designed to use hybrid turrets.
In PvP it is most commonly flown as a hard-hitting blaster boat. With its bonuses for damage and tracking, 50mb drone bandwidth and very respectable speed for a cruiser hull, a blaster Thorax can muster lots of fast-moving DPS even in the hands of a novice pilot, and can apply that DPS to a wide range of small and large targets. Such fits do not, though, tank especially well, and tend to live briefly (albeit sometimes gloriously).
The Thorax's speed also opens up the possibility of kiting railgun fits, though these are seen more rarely.
The Thorax can function in PvE combat, but the Vexor is a more optimal T1 Gallente cruiser for most PvE uses, as its bonused drones give it fully selectable damage type, letting pilots precisely target NPC weaknesses rather than being locked to the kinetic/thermal damage profile of hybrid turrets.
## Skills
Recommended
Gallente Cruiser to at least IV to properly take advantage of the massive DPS buff that the Thorax gains with every extra level in the skill.
Capacitor Management and Capacitor Systems Operation to at least IV due to hybrid weaponry being capacitor dependent.
Sharpshooter to IV to improve hybrid optimal range.
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 drone bay as possible.
Also, High Speed Maneuvering, Acceleration Control, Evasive Maneuvering and Navigation all to IV or above to improve maneuverability and the use of MicroWarp Drive propulsion modules.
Desirable
Gunnery V, Medium Hybrid Turret V and Medium Blaster Specialization/Medium Railgun 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 Power Grid Management and CPU Management 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.
The appropriate skills required for fitting a Full T2 Armour or Shield Tank.
## Tactics
PvP
In a blaster Thorax, pilots should usually attempt to close with the enemy: they wield high potential DPS, but need to be at short range. Consider your optimal warp-in range on most targets to be 0. Thoraxes can have a shot at running in "under the guns" of turret battleships, getting close enough that they cannot be tracked by large turrets. Don't forget to launch your drones and let them loose on the enemy too.
If you're using hybrid turrets and haven't already familiarized yourself with their ammo, stepping into cruiser hulls is a good moment to do so. As a rule of thumb, for T1 blasters consider bringing three types distributed across the range possibilities; one of the three should be Antimatter for maximal DPS at close range.
In a gang of ships no larger than cruiser size, expect your Thorax to be an early primary target for the enemy, as it will probably be perceived as a significant DPS threat with a weak tank.
## Notes
In anatomy, thorax is used to refer to the middle of the body in mammals and insects, making this possibly the only ship in EVE to unite etymology and entomology. Given the strong strain of Ancient Greek running through Gallente ship names, however, the Thorax might also be named from the old Greek meaning of the word, "breastplate" or "cuirass".
## Patch History

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@@ -1,150 +0,0 @@
---
esi_data:
fitting_stats:
cpu_output: 300
high_slots: 4
low_slots: 5
med_slots: 4
powergrid_output: 700
rig_slots: 3
group: Cruiser
hull_stats:
hp_armor: 2000
hp_shield: 1100
hp_structure: 2000
name: Vexor
race: Unknown
skill_requirements:
- level: 1
skill_id: 3332
type_id: 626
velocity: 195
image: /626.png
last_updated: '2026-04-19T17:41:39.916611'
source: eve-university
source_stats:
armorem: 50
armorexp: 10
armorhp: 2000
armorkin: 35
armortherm: 35
bandwidth: 75
bonuses: 510
capacitor: 1450
cargohold: 480
class: Cruiser
cpu: 300
dronebay: 125
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Gallente Federation
forumlinks: ''
grouping: Standard Cruisers
highlights1: ''
highlights2: ''
highlights3: ''
highlights4: ''
highs: 4
hulltype: Vexor Class
inertia: 0.56
info: The Vexor is a strong combat ship that is also geared to operate in a variety
of other roles. The Vexor is especially useful for surveying in potentially hostile
sectors as it can stay on duty for a very long time before having to return to
base. Furthermore, it is well capable of defending itself against even concentrated
attacks.
launchers: 0
lows: 5
mass: 11100000
maxlockedtargets: 6
maxvelocity: 195
mediums: 4
powergrid: 700
quote: Drones don't replace pilots, they make them unstoppable.
quote_attribution: Roni Darieux
reqskills: '*{{RequiredSkill|Gallente Cruiser|I}}
** {{RequiredSkill|Spaceship Command|II}}
** {{RequiredSkill|Gallente Destroyer|III}}
*** {{RequiredSkill|Gallente Frigate|III}}
**** {{RequiredSkill|Spaceship Command|I}}'
scanres: 280
sensortype: Magnetometric
sensorvalue: 16
shieldem: 0
shieldexp: 50
shieldhp: 1100
shieldkin: 40
shieldtherm: 20
shipid: 626
shipimg: Vexor.jpg
shipname: Vexor
sigradius: 145
structurehp: 2000
targetrange: 52.5
tech: ''
totaltraintime: 191530
turrets: 4
variations: '{{Ship|Guardian-Vexor}},{{Ship|Ishtar}},{{Ship|Vexor Navy Issue}}'
volume: 115000
warpspeed: 4
warptime: 8.62
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Vexor
title: Vexor
type_id: 626
validation_score: 1.0
---
<img src="/626.png" alt="Vexor" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Vexor is a dedicated drone boat. It has 75mb of drone bandwidth, allowing it to field a mixed flight of medium and heavy drones at a time, and has the drone bay to carry a few replacements or an additional flight of light drones. This gives the Vexor great flexibility for long roams, where it can carry a full flight of medium and light damage drones, as well as a flight of light repair or EWAR drones to deploy as the situation dictates. While the Vexor has a bonus to hybrid guns, this can be ignored if desired due to a large amount of the Vexor's DPS coming from drones anyway, and Vexors with autocannons, nosferatu and/or neutralisers are common. With 4 mids and 5 lows Vexors are most often armor tanked.
The Vexor is also a great ship to use for salvaging missions as they are completed. By using a Salvager, a Small Tractor Beam, a Drone Link Augmentor and a single Hybrid Turret (to draw aggro) in the high slots a moderately drone-skilled capsuleer can securely complete level 2 missions while salvaging. Salvaging level 2 missions is debatably profitable however the salvage/mission fit Vexor can complete level 2s in respectable time when compared to a straight mission fit Vexor.
Among T1 cruisers the Vexor is a little more skill demanding than the Thorax. In particular, you should not get a Vexor unless you have at least Drones 4 and should make getting Drones 5 a high priority.
## Skills
Drones V: You shouldn't get into the Vexor until you have this. You'll be killing your DPS and it is a lossmail waiting to happen.
Drone Interfacing III: (IV ideally) 10% increase in drone damage per level? What are you waiting for? Get this yesterday.
Drone Navigation III: to fit the Drone Navigation Computer (+25% drone speed) and provide an increase of 5% per level. Reduce the travel time of drones to your target.
Drone Sharpshooting III: (get IV ASAP) Increases optimal range of drones, they start shooting at your target sooner.
Light Drone Operation V and Medium Drone Operation V: Both give 5% increase to their drone type. Get them ASAP; they give you access to T2 Light and Medium Drones, respectively.
Drone Avionics III: Another very important skill. At V, your drones will have an engagement sphere of 45km. At III, you can fit the Drone Link Augmentor in a high slot, increasing drone control range +20km per module fit. This lets you engage kiters/snipers. Get it to V if you are a serious droneboater. For even more range (and access to E-War drones!), continue into Advanced Drone Avionics.
Heavy Drone Operation V: 5% increase to damage of Heavy drones. Very important when fighting big ships with T2 Heavy drones at Level V. Note your bandwidth can't support a full flight of 5.
You should not neglect your Gunnery either. Combining both can make the Vexor have crazy amounts of dps for a ship its size.
## Tactics
PvP
If you're coming from the Algos (and conventional MMO master/minion tactical thinking), you might think your drones must do the fighting for you, while you sit back and direct them like a conductor. The Vexor can make a useful contribution doing this, and in a solo situation against a kiting target you may be forced to do this.
That said, the Vexor has a remarkably high potential damage output for a T1 cruiser, and to get that potential out of the Vexor you need to do the exact opposite. Closing in on the enemy, a fit with bonused blasters backed by good support and fitting skills can act as a sixth drone, melting opponents. Even with Meta 4 guns, mid-range drone skills and T1 drones, you could be pumping out over 450DPS in a buffer shield-tanked Vexor. Move into T2 drones and you start breaking 500+DPS.
A fit with projectile turrets and an energy neutralizer can add significant turret DPS by closing range, and, with few other demands on its capacitor, can drain small- and medium-sized ships' energy. A single medium neut can cause serious problems to many frigates, potentially shutting down their tank and/or tackle and/or DPS.
The PvP Vexor can mount a buffer shield tank, a buffer armor tank, or an active armor tank. The shield buffer Vexor is high on DPS, as damage-amplifying modules can be fitted in the abundant low slots, but light on EHP; expect to do a lot of damage, but not to stay on field very long once you are primaried. The armor buffer on a Vexor can achieve very impressive EHP for a T1 cruiser, second only to the Maller, and still deliver over 500DPS with good skills. An active armor tank with a cap booster and two armor repairers is possible, and can prove its worth in 1v1 or very-small-gang situations, but requires more pilot management and will struggle with the incoming DPS from anything larger than a very limited group of small enemies.
All-in-all the Vexor is a classic "droneboat", and has a droneboat's strengths and weaknesses: powerful capacitor-independent DPS, tactical flexibility from multiple drone flights, and a variety of viable fittings, balanced by drone travel time, drone vulnerability, and the problem of preserving drone connections in fights which involve long strung-out ranges or frequent tactical warps.
PvE
In PvE, fitting two-three blasters and a drone link augmentor would do the job. The selectable damage types of drones gives the Vexor great flexibility in PvE.
## Notes
You can add notes here.
## Patch History

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---
is_meta: true
last_updated: '2026-04-19T18:08:16.328502'
nav_order: 0
source: generator
title: Ships Gallente Destroyers
---
# Ships Gallente Destroyers
## Summary
Landing page for Ships Gallente Destroyers. Browse sub-categories and related pages.
## Pages
- [Algos](/ships/gallente/destroyers/algos)
- [Catalyst](/ships/gallente/destroyers/catalyst)

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@@ -1,125 +0,0 @@
---
esi_data:
fitting_stats:
cpu_output: 160
high_slots: 6
low_slots: 3
med_slots: 3
powergrid_output: 55
rig_slots: 3
group: Destroyer
hull_stats:
hp_armor: 850
hp_shield: 800
hp_structure: 950
name: Algos
race: Unknown
skill_requirements:
- level: 1
skill_id: 33093
type_id: 32872
velocity: 245
image: /32872.png
last_updated: '2026-04-19T17:46:39.845147'
source: eve-university
source_stats:
armorem: 50
armorexp: 10
armorhp: 850
armorkin: 35
armortherm: 35
bandwidth: 35
bonuses: 101025
capacitor: 550
cargohold: 3503
class: Destroyer
cpu: 160
dronebay: 603
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Gallente Federation
forumlinks: ''
grouping: Standard Destroyers
highlights1: ''
highlights2: ''
highlights3: ''
highlights4: ''
highs: 6
hulltype: Algos Class
inertia: 2.85
info: 'The Algos, as is custom with the Gallente, relies on swiftness of action
- preferably at a respectable distance - to accomplish its goals. In this it reflects
well-honed Gallente values, which include taking independent action without taking
forever to wait for a committee decision, and also doing so, if at all possible,
in a fashion that allows for a nice, safe buffer for immediate retreat; because
theory is one thing, and practice is sometimes quite another.
As such, the Algos focuses on being able to hit its targets in rapid-fire fashion,
with guns that fire fast and drones that race through space with destruction in
mind.'
launchers: 0
lows: 3
mass: 1600000
maxlockedtargets: 7
maxvelocity: 245
mediums: 3
powergrid: 55
quote: Of all the tools I have developed, an open mind has proven the most useful.
quote_attribution: Old Man Darieux
reqskills: '* {{RequiredSkill|Gallente Destroyer|I}}
** {{RequiredSkill|Gallente Frigate|III}}
*** {{RequiredSkill|Spaceship Command|I}}'
scanres: 500
sensortype: Magnetometric
sensorvalue: 11
shieldem: 0
shieldexp: 50
shieldhp: 800
shieldkin: 40
shieldtherm: 20
shipid: 32872
shipimg: Algos.jpg
shipname: Algos
sigradius: 72
structurehp: 950
targetrange: 42
tech: ''
totaltraintime: 91820
turrets: 5
variations: '{{Ship|Magus}}'
volume: 550003
warpspeed: 4.5
warptime: 6.32
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Algos
title: Algos
type_id: 32872
validation_score: 1.0
---
<img src="/32872.png" alt="Algos" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Algos is the Gallente destroyer added in the Retribution expansion. It is the second step on the Gallente drone boat path, between the Tristan and Vexor. Unlike the Catalyst it is capable of fitting a full flight of salvage drones in addition to a rack of railguns. The Algos is an excellent choice for L1 mission running. Unlike larger ships (e.g. the Vexor), the Algos is designed to be flown with very low skill points; with that in mind, it is the only drone ship where Drones V is not an absolute necessity - although it should still be a top priority for new Gallente pilots. The Algos is a versatile destroyer, capable of running either rails or blasters while pushing through a respectable amount of DPS.
## Skills
Being a Tech 1 destroyer and potentially a pilot's first step up from frigate hulls, the Algos is quite forgiving. Basic fitting skills and support skills are desirable. However, Drones III (IV or even V ideally) is probably necessary because the Algos is used as a drone boat.
## Tactics
"Warp to 20" - this is the Algos' pilot motto. Take the official description of this destroyer to heart and fly it that way. You might have more EHP and tank than a frigate but you are still not a brawler and not as nimble as a frigate. In PvE and PvP your damage is best done at range where you can tactically evaluate the situation and direct your drones to where they are most needed and manage your ship's propulsion mods and defense mods as necessary.
PvP: Fit a Microwarpdrive, Cap Boosters or anything that will keep your cap topped off in combat. If you happen to be squad/wing/fleet warped right on top of the enemy - turn and burn away, set your drones to do their thing on the Primary and make sure they are set to Passive mode. This means they will not agress anything that you don't purposefully tell them to. (This applies to PvE as well). Keeping your situational awareness as a droneboat pilot is doubly as important as for a gunboat pilot; he won't lose his primary DPS if the FC orders a fast retreat and you're forced to leave your drones behind. It doesn't hurt to keep a flight of spare drones (or different variants) in your cargo hold to swap out if you dock up.
PvE: Level 1 missions are a breeze with the Algos. Level 2 are more of a challenge, but still possible once you have experience and EVE Survival website opened and start fitting for specific missions. Level 3, you will need to fleet up with big friends - these are meant for Cruisers and Cruiser gangs. If you are at this point, leave the Algos behind and graduate to the Vexor.
## Patch History
## Notes
In ancient Greek "algos" meant pain (thus the present-day English word "neuralgia"), but poets also wrote of a group of lesser spirits who were personifications of pain, the Algea; in Hesiod's account, the Algea were the children of Eris.

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@@ -1,119 +0,0 @@
---
esi_data:
fitting_stats:
cpu_output: 178
high_slots: 8
low_slots: 3
med_slots: 2
powergrid_output: 70
rig_slots: 3
group: Destroyer
hull_stats:
hp_armor: 800
hp_shield: 750
hp_structure: 900
name: Catalyst
race: Unknown
skill_requirements:
- level: 1
skill_id: 33093
type_id: 16240
velocity: 265
image: /16240.png
last_updated: '2026-04-19T17:51:38.575196'
source: eve-university
source_stats:
armorem: 50
armorexp: 10
armorhp: 800
armorkin: 35
armortherm: 35
bandwidth: ''
bonuses: 101050
capacitor: 650
cargohold: 450
class: Destroyer
cpu: 178
dronebay: ''
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Gallente Federation
forumlinks: ''
grouping: Standard Destroyers
highlights1: High Amount of High Slots
highlights2: ''
highlights3: ''
highlights4: ''
highs: 8
hulltype: Catalyst Class
inertia: 2.76
info: Ideally suited for both skirmish warfare and fleet support, the Catalyst is
touted as one of the best anti-frigate platforms out there. Faced with its top-of-the-line
tracking equipment, not many can argue.
launchers: 0
lows: 3
mass: 1550000
maxlockedtargets: 7
maxvelocity: 265
mediums: 2
powergrid: 70
quote: Affordable power, undeniable results.
quote_attribution: Roden Shipyards marketing division
reqskills: '*{{RequiredSkill|Gallente Destroyer|I}}
** {{RequiredSkill|Gallente Frigate|III}}
*** {{RequiredSkill|Spaceship Command|I}}'
scanres: 500
sensortype: Magnetometric
sensorvalue: 11
shieldem: 0
shieldexp: 50
shieldhp: 750
shieldkin: 40
shieldtherm: 20
shipid: 16240
shipimg: Catalyst.jpg
shipname: Catalyst
sigradius: 68
structurehp: 900
targetrange: 33.0
tech: ''
totaltraintime: 91820
turrets: 8
variations: '{{Ship|Catalyst Navy Issue}}, {{Ship|Eris}}'
volume: 55000
warpspeed: 4.5
warptime: 5.93
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Catalyst
title: Catalyst
type_id: 16240
validation_score: 1.0
---
<img src="/16240.png" alt="Catalyst" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Catalyst's bonuses favor blasters, though it can also be rail fit. It has 2 mids, allowing it to fit a tackle module, and 3 low slots for a basic armor tank.
Unfortunately, the Catalyst is still a destroyer, so it has a large signature for its tank, making it vulnerable to cruiser weapons, and its slow speed and lack of mid slots means it will have difficulty dictating range against frigates, which is important for a blaster ship. A railgun fit Catalyst is a very fast L1 mission runner but has trouble tanking level 2s.
The Catalyst's very high damage at short range, and its cheap cost, make it a popular choice for Suicide Ganking in High Sec space.
Like all destroyers, the Catalyst is also a great entry-level salvager ship on a player's path to a Noctis (in unsafe areas like wormhole systems pilots often fly destroyers even if they have the skills for the Noctis).
## Skills
Being a Tech 1 destroyer and potentially a pilot's first step up from frigate hulls, the Catalyst is quite forgiving. Basic fitting skills and support skills are desirable.
## Tactics
Catalysts are the epitome of the destroyer as a disposable DPS platform; even without a hull bonus, 8 blasters provide firepower better than some cruisers. Unfortunately, blasters have very short ranges and the Catalyst struggles to get in and stay in range due to its low speed, thin tank, and limited space for tackle and propulsion modules.
This means that Catalysts have limited PvP applications outside of suicide ganking. It is possible to mitigate the ship's disadvantages by flying with fleetmates who can apply tackle and provide warp-ins on targets, increasing the likelihood of the ship living long enough to apply its impressive paper DPS. Some doctrines use a blob of Catalysts assisted by tackling ships to deliver cheap, disposable damage.
## Notes
In chemistry, a catalyst is a substance that speeds up a reaction when present and is not consumed in the reaction itself. The word is used more broadly as a dead metaphor for a factor or entity which causes or speeds up change.

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@@ -1,20 +0,0 @@
---
is_meta: true
last_updated: '2026-04-19T18:08:16.328548'
nav_order: 0
source: generator
title: Ships Gallente Frigates
---
# Ships Gallente Frigates
## Summary
Landing page for Ships Gallente Frigates. Browse sub-categories and related pages.
## Pages
- [Atron](/ships/gallente/frigates/atron)
- [Imicus](/ships/gallente/frigates/imicus)
- [Incursus](/ships/gallente/frigates/incursus)
- [Maulus](/ships/gallente/frigates/maulus)
- [Navitas](/ships/gallente/frigates/navitas)
- [Tristan](/ships/gallente/frigates/tristan)

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@@ -1,119 +0,0 @@
---
esi_data:
fitting_stats:
cpu_output: 147
high_slots: 4
low_slots: 3
med_slots: 3
powergrid_output: 37
rig_slots: 3
group: Frigate
hull_stats:
hp_armor: 350
hp_shield: 300
hp_structure: 400
name: Atron
race: Unknown
skill_requirements:
- level: 1
skill_id: 3328
type_id: 608
velocity: 420
image: /608.png
last_updated: '2026-04-19T17:44:59.758938'
source: eve-university
source_stats:
armorem: 50
armorexp: 10
armorhp: 350
armorkin: 35
armortherm: 35
bandwidth: ''
bonuses: 10580
capacitor: 330
cargohold: 145
class: Frigate
cpu: 147
dronebay: ''
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Gallente Federation
forumlinks: ''
grouping: Standard Frigates
highlights1: Entry-Level Tackle Frigate
highlights2: ''
highlights3: ''
highlights4: ''
highs: 4
hulltype: Atron Class
inertia: 2.8
info: The Atron is a hard nugget with an advanced power conduit system, but little
space for cargo. Although it is a good harvester when it comes to mining, its
main ability is as a combat vessel.
launchers: 0
lows: 3
mass: 1050000
maxlockedtargets: 4
maxvelocity: 420
mediums: 3
powergrid: 37
quote: A brawler that doesn't pull any punches.
quote_attribution: Roden marketing division
reqskills: '*{{RequiredSkill|Gallente Frigate|I}}
** {{RequiredSkill|Spaceship Command|I}}'
scanres: 900
sensortype: Magnetometric
sensorvalue: 8
shieldem: 0
shieldexp: 50
shieldhp: 300
shieldkin: 40
shieldtherm: 20
shipid: 608
shipimg: Atron.jpg
shipname: Atron
sigradius: 35
structurehp: 400
targetrange: 25.0
tech: ''
totaltraintime: 250
turrets: 3
variations: '{{Ship|Taranis}},{{Ship|Ares}}'
volume: 22500
warpspeed: 5
warptime: 4.08
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Atron
title: Atron
type_id: 608
validation_score: 1.0
---
<img src="/608.png" alt="Atron" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Atron is the Gallente Attack Frigate. The Atron's high speed, agility, and bonus to the capacitor use of propulsion jamming modules (warp disruptors, warp scramblers and stasis webifiers) make it an excellent tackle frigate. The Atron also has bonuses to hybrid turrets, but for fleet use it is often given only the smaller types of blasters, or no weapons at all.
The job of an Atron pilot is usually to pin down an enemy and stay alive long enough for fleetmates to arrive and deliver damage. Flying the Atron provides good practice for eventually flying fleet interceptors (such as the Ares), which are more commonly used as fleet scouts and first tacklers.
The Atron is not as strong at dealing or taking damage as the two Gallente Combat Frigates, the Incursus and the Tristan. Novice Gallente pilots looking for a PvE frigate for Level 1 missions, or for serving the second (scram/web) tackle role in fleets, would be better served by flying one of these other ships instead of the Atron.
## Skills
As a Tech 1 frigate, the Atron is much more forgiving of low character skills than many ships. However, its potential will improve with good character fitting skills and support skills. For the Atron's typical fleet role, navigation support skills are especially important, as they make it faster and more agile.
## Tactics
Fleet Atron pilots might find this wiki's articles tackling and scouting useful; these provide details on how to serve as the fleet vanguard, and how to approach and point a target once it is on grid. Many of the basic principles of flying a tackling Atron hold across all Tech 1 tackle frigates: pilots should try to spiral in towards turret-using ships, and should stay alert to their target's vector using the tactical overlay, so that they can respond to target movements and keep the target pinned down.
As in fleets and gangs the Atron's main role is often tackling, its weapons are often fairly unimportant. Fleet-fit Atrons can go without weapons entirely, and pilots shouldn't strive to fit the biggest and best guns on the ship for fleet use. For solo and very-small-gang PvP, the Atron's DPS output will become important.
Of the four racial Attack Frigates, the Atron has the most structure HP. As a result, it benefits the most from a damage control module (which provides resistance bonuses to hull), and is nearly always fitted with one in a low slot. For tackling, the Atron needs at least one of a warp scrambler ("scram") and/or warp disruptor ("point"); a stasis webifier ("web") can also slow a target down. Other slots are typically filled with a propulsion module (usually a microwarpdrive), modules that increase speed and agility, and a rudimentary shield tank. (Even though Gallente ships are typically fit for armor, the fleet Atron is not, because many armor modules and rigs carry penalties that negate the Atrons speed advantage.)
Close-range, brawly Atron fits scram kiters can succeed in solo PvP if the pilot can prevent the opponent's turrets from tracking while simultaneously hitting the opponent with blasters, but strong Navigation, Gunnery and capacitor skills are required. Railgun-fit scram-kiters can also work: the best part of using an Atron is solo PvP is that it has an already good base speed, so the fit can focus on other things whether rail or blaster fit. Dual prop (afterburner and microwarpdrive) anti-kiters can work as well, though the margin for error is low given the Atron's thin tank.
## Notes
The Atron is also commonly used as a cheap traveling ship, with Inertial Stabilizers or Nanofibers in the lows to get sub-2s align time.

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@@ -1,118 +0,0 @@
---
esi_data:
fitting_stats:
cpu_output: 250
high_slots: 3
low_slots: 3
med_slots: 4
powergrid_output: 21
rig_slots: 3
group: Frigate
hull_stats:
hp_armor: 325
hp_shield: 275
hp_structure: 275
name: Imicus
race: Unknown
skill_requirements:
- level: 1
skill_id: 3328
type_id: 607
velocity: 330
image: /607.png
last_updated: '2026-04-19T17:38:51.082631'
source: eve-university
source_stats:
armorem: 50
armorexp: 10
armorhp: 325
armorkin: 35
armortherm: 35
bandwidth: 20
bonuses: 7.555
capacitor: 270
caption: Imicus
cargohold: 400
class: Frigate
cpu: 250
dronebay: 40
externallinks: <br>
faction: Gallente Federation
forumlinks: ''
grouping: Standard Frigates
highlights1: ''
highlights2: ''
highlights3: ''
highlights4: ''
highs: 3
hulltype: Imicus Class
inertia: 4.15
info: The Imicus is a slow but hard-shelled frigate, ideal for any type of scouting
activity. Used by merchant, miner and combat groups, the Imicus is usually relied
upon as the operation's eyes and ears when traversing low security sectors.
launchers: 0
lows: 3
mass: 997000
maxlockedtargets: 4
maxvelocity: 330
mediums: 4
powergrid: 21
quote: Discover the wonders hidden in the places between.
quote_attribution: Old Man Darieux
race: Gallente
reqskills: '*{{RequiredSkill|Gallente Frigate|I}}
** {{RequiredSkill|Spaceship Command|I}}'
scanres: 450
sensortype: Magnetometric
sensorvalue: 11
shieldem: 0
shieldexp: 50
shieldhp: 275
shieldkin: 40
shieldtherm: 20
shipid: 607
shipimg: Imicus.jpg
shipname: Imicus
sigradius: 41
structurehp: 275
targetrange: 35
totaltraintime: 24
turrets: 1
variations: '{{Ship|Helios}}, {{Ship|Imicus Navy Issue}}'
volume: 21500
warpspeed: 5
warptime: 5.74
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Imicus
title: Imicus
type_id: 607
validation_score: 1.0
---
<img src="/607.png" alt="Imicus" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Imicus is the Gallente Exploration Frigate. Like all Tech I exploration frigates, the Imicus receives skill-dependent bonuses to scanner probe strength. The Imicus excels at locating cosmic signatures in all security levels of space. The Imicus also receives a role bonus (independent of pilot skill level) to relic and data analyzer virus strength, which helps the Imicus pilot crack exploration sites. With these two bonuses, the Imicus is a strong starter frigate for Gallente pilots interested in Exploration. And while Imicus pilots eventually skill into Tech II Covert Ops exploration ships (like the Helios), there isnt much exploration content that the Imicus cant complete.
The Imicus has four mid slots available for exploration and propulsion modules. Like any exploration frigate, the Imicus mids are usually fit with a microwarpdrive and a data and relic analyzer, which leaves one slot free for an additional assistance module—typically a Scan Rangefinding Array. (You might be tempted to put a shield extender here for defense, but a tackled explorer is a dead explorer, and shield extenders make you easier to tackle by increasing signature radius.) Low slots are best fit with inertial stabilizers and/or a warp stabilizer for faster escapes. Keep in mind that warp stabilizers reduce lock range and speed; having more than one makes locking exploration sites uncomfortably slow.
The exploration Imicus is also commonly fitted with a Compact or Improved Cloaking Device, so that the ship can cloak while probing signatures in unsafe space. The Imicus cannot, however, fit a Covert Ops Cloaking Device. So, when cloaked, it cannot warp and suffers a significant penalty to speed.
Tech I exploration frigates have the largest cargo capacity of any frigate. This makes the Imicus a speedy freight courier and distribution mission runner. By fitting the ship with expanded cargohold modules and cargohold optimization rigs, it is possible to build an Imicus that can carry over 1200 m3 of cargo. Or, by exchanging some of these for warp stabs, the Imicus can be made into a low-sec courier that can evade insta-pointing gate camps.
The Imicus can be fit for combat probing, by using an Expanded Probe Launcher in place of the standard Core Probe Launcher. However, combat probing requires considerably greater in-game and pilot skill than site probing. Successful combat probers need to be able to locate targets in a single quick scan, or at most two. Pilots that have the Astrometrics skill levels required to do this, and have the experience necessary to use D-Scan intelligence to pinpoint those targets before scanning, are typically already trained into Covert Ops frigates anyway.
Of the four exploration faction frigates, the Imicus is unique in that it can support up to four light drones (instead of three). If caught by a combat ship, one can equip ECM drones in the hope of breaking and/or preventing tackle. In addition, four light combat drones may also be stored in the drone bay for the purposes of running drone data sites.
## Skills
While it is possible to explore with very minimal skills, having at least Astrometrics III, Astrometric Rangefinding II, Archaeology II, and Hacking II will make exploring much more enjoyable. Power Grid Management III and Jury Rigging I will help with getting a basic functional fit. The author does not recommend a serious attempt at exploration without these minimum skills. Also keep in mind that training the racial frigate skill will significantly improve your probe scanning strength.
## Tactics
New exploration Imicus pilots should read the UniWiki guides to Exploration and Bookmarks, as well as attend Bookmarks (CORE class) and Exploration (CORE class), to learn tips and tricks from veteran explorers.
## Notes
You can add notes here.

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@@ -1,116 +0,0 @@
---
esi_data:
fitting_stats:
cpu_output: 135
high_slots: 3
low_slots: 4
med_slots: 3
powergrid_output: 45
rig_slots: 3
group: Frigate
hull_stats:
hp_armor: 450
hp_shield: 400
hp_structure: 500
name: Incursus
race: Unknown
skill_requirements:
- level: 1
skill_id: 3328
type_id: 594
velocity: 340
image: /594.png
last_updated: '2026-04-19T17:47:07.855375'
source: eve-university
source_stats:
armorem: 50
armorexp: 10
armorhp: 450
armorkin: 35
armortherm: 35
bandwidth: 5
bonuses: 7.55
capacitor: 370
cargohold: 165
class: Frigate
cpu: 135
dronebay: 5
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Gallente Federation
forumlinks: ''
grouping: Standard Frigates
highlights1: ''
highlights2: ''
highlights3: ''
highlights4: ''
highs: 3
hulltype: Incursus Class
inertia: 3.15
info: The Incursus may be found both spearheading and bulwarking Gallente military
operations. Its speed makes it excellent for skirmishing duties, while its resilience
helps it outlast its opponents on the battlefield. Incursus-class ships move together
in groups and can quickly and effectively gang up on ships many times their size
and overwhelm them. In recent years the Incursus has increasingly found its way
into the hands of pirates, who love its aggressive appearance.
launchers: 0
lows: 4
mass: 1028000
maxlockedtargets: 4
maxvelocity: 340
mediums: 3
powergrid: 45
quote: Project force, claim victory.
quote_attribution: Duvolle marketing department
reqskills: '*{{RequiredSkill|Gallente Frigate|I}}
** {{RequiredSkill|Spaceship Command|I}}'
scanres: 600
sensortype: Magnetometric
sensorvalue: 9
shieldem: 0
shieldexp: 50
shieldhp: 400
shieldkin: 40
shieldtherm: 20
shipid: 594
shipimg: Incursus.jpg
shipname: Incursus
sigradius: 42
structurehp: 500
targetrange: 30.0
tech: ''
totaltraintime: 250
turrets: 3
variations: '{{Ship|Ishkur}},{{Ship|Enyo}}'
volume: 29500
warpspeed: 5
warptime: 4.49
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Incursus
title: Incursus
type_id: 594
validation_score: 1.0
---
<img src="/594.png" alt="Incursus" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Incursus is a Gallente combat frigate. It is quite quick and maneuverable, and has bonuses for hybrid turrets and armour repair units. Its 3/3/4 slot layout means it can tackle in PvP. New Gallente pilots should take a look at this frigate for their first PvE upgrade from the Atron, since it is more durable and has more firepower. The Incursus tends to perform better at lower skill levels than the other Gallente combat frigate, the Tristan.
## Skills
Further information about additional or recommended skills to pilot Incursus for a specific or its common role(s) can be written here.
## Tactics
Engagement tactic depends largely on the type of gun fitted. If you are running short range weapons such as blasters, or in the case of fleet tackle possibly autocannons, your aim should be to orbit as close to the enemy ship as possible to try to get "under the guns" of your target. If you have rails fitted, your aim should be to try to stay back at the edge of scram/web range and kite with your superior range dictation and damage projection.
A notable exception applies in the case of battleships and a few other select hulls that can fit large numbers of large smartbombs. If this is the case, you should approach no closer than 6km, ideally staying back at 7.5 km or more to give you time to adjust your orbit as they move around.
The Incursus suffers from too few mids, basically. You have a choice: make use of its rep bonus but lose a mid for a cap booster and struggle with range control (Solo Dual Rep), or try and find some middle ground between the whole lot.
## Notes
You can add notes here.

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---
esi_data:
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group: Frigate
hull_stats:
hp_armor: 350
hp_shield: 300
hp_structure: 400
name: Maulus
race: Unknown
skill_requirements:
- level: 1
skill_id: 3328
type_id: 609
velocity: 375
image: /609.png
last_updated: '2026-04-19T17:47:03.771111'
source: eve-university
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cpu: 230
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faction: Gallente Federation
forumlinks: ''
grouping: Standard Frigates
highlights1: ''
highlights2: ''
highlights3: ''
highlights4: ''
highs: 2
hulltype: Maulus Class
inertia: 3.25
info: The Maulus is a high-tech vessel, specialized for electronic warfare. It is
particularly valued in fleet warfare due to its optimization for sensor dampening
technology.
launchers: 0
lows: 3
mass: 1063000
maxlockedtargets: 6
maxvelocity: 375
mediums: 4
powergrid: 28
quote: Control what your opponent sees and you control the battlefield.
quote_attribution: Duvolle Laboratories white paper
reqskills: '* {{RequiredSkill|Gallente Frigate|I}}
** {{RequiredSkill|Spaceship Command|I}}'
scanres: 520
sensortype: Magnetometric
sensorvalue: 16
shieldem: 0
shieldexp: 50
shieldhp: 300
shieldkin: 40
shieldtherm: 20
shipid: 609
shipimg: Maulus.jpg
shipname: Maulus
sigradius: 40
structurehp: 400
targetrange: 64.5
tech: ''
totaltraintime: 250
turrets: 2
variations: '{{Ship|Maulus Navy Issue}}, {{Ship|Keres}}'
volume: 23000
warpspeed: 5
warptime: 4.79
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Maulus
title: Maulus
type_id: 609
validation_score: 1.0
---
<img src="/609.png" alt="Maulus" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Maulus is the Gallente Electronic Warfare Frigate, specializing in remote sensor dampening (or “damps”). Damps are most often used to reduce the lock range of enemy targets. The Maulus is a powerful EWAR ship, especially against enemies that strike from long range. It is often seen in E-UNI fleets. For new EVE players, flying the Maulus only requires training Gallente Frigate I and Sensor Linking I. As a result, new Unistas can have an immediate, significant impact on fleet engagements by flying the Maulus. The Maulus also provides excellent training for more advanced EWAR ships, like the Celestis and Keres.
The Maulus is typically fit with three remote sensor dampeners in its mid slots. Unscripted, these modules affect both the lock range and lock speed of targets. Loading a dampener with a Targeting Range Dampening Script makes it twice as effective at reducing enemy lock range, but eliminates the lock speed effect; and loading a Scan Resolution Dampening Script has the opposite effect, making the module doubly effective against lock speed but ineffective against lock range. In general, the lock range effect is easier to predict and direct, so Maulus pilots usually have range scripts loaded in their dampeners. But scripts are extremely cheap, and they are not consumed by use, so pilots always carry three copies of each script. Dampeners do have the disadvantage of being the most capacitor-hungry EWAR modules, and so the Maulus is often fit to optimize capacitor—by using “Enduring” meta modules, and/or by adding capacitor rigs to the fit.
The Maulus is probably the most capable combat ship of the four Tech I EWAR frigates. It has the most hit points, can be fit with a respectable tank, and can field combat drones with a control range that matches its lock and EWAR modules ranges (if fit with drone link augmentors). Nevertheless, the Maulus still cant win most direct engagements, and pilots should expect to warp away from incoming trouble rather than facing it head-on. For this reason, many Maulus pilots omit weapons from their fits entirely.
## Skills
Acceleration Control II
Afterburner III
Capacitor Emission Systems I
Capacitor Management III
Capacitor Systems Operation III
Light Drone Operation III
Medium Drone Operation III
CPU Management IV
Controlled Bursts III
Drones III
Drone Avionics III
Electronics Upgrades I
Electronic Warfare III
Evasive Maneuvering II
Frequency Modulation III
Fuel Conservation III
Gallente Frigate IV
Gunnery III
Hull Upgrades III
Long Distance Jamming III
Long Range Targeting III
Mechanics III
Motion Prediction III
Navigation III
Rapid Firing III
Sensor Linking III
Sharpshooter III
Signature Analysis III
Small Hybrid Turret III
Target Management III
Warp Drive Operation III
## Tactics
New Maulus pilots should read the tactics section of the EWAR article, and attend an EWAR (CORE class); these will provide some details on how to fly EWAR frigates. Specific tips on flying the Maulus:
Warp into an engagement after your fleetmates. If you land on grid with the main fleet, you give your opponents early warning that they will have to deal with EWAR. A better strategy is to warp in after your opponents have already committed to focusing on your fleets tankier damage dealers.
Know your operating range, and keep that distance from your opponents. Dampeners have the greatest impact inside their optimal range, but they still work well within falloff. Even at a range of (optimal + ½ falloff), a dampener is 85% effective, and so that is a good operating range limit for the Maulus.
Be choosy about your damps targets. Damps work best against opponents that work from range. Opposing EWAR, logistics, missile boats, and snipers are all priority damps targets. Scan resolution dampening can also work well against large targets with slow lock speeds. On the other hand, short-range brawlers, and small ships that can warp out and back wont be affected as much by damps.
Remember to launch your drones. Once youve positioned your ship and evaluated your damps targets, get your combat drones in on the action.
If you get into trouble, warp away. Once your damps start to take effect, your opponents will respond by sending an interceptor or some drones after you. The Maulus is too slow to outrun any of these threats, and too fragile to survive them (even if you are fitted for tank). If danger comes your way, warp out, and warp back in again somewhere else.
”But wait,” you may ask, “what impact can my damps have if I just have to run at the first sign of danger?” EWAR only represents half of the Mauluss threat to opposing fleets. Just as important is distracting opponents from their strategic goals—making it so that, instead of following the plan that their fleet composition was built around, opponents must commit resources to deal with a pesky Maulus pilot.
More information on EWAR tactics, and specifically on remote sensor dampening, are available in the Electronic Warfare article.
## Notes
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---
esi_data:
fitting_stats:
cpu_output: 145
high_slots: 3
low_slots: 3
med_slots: 3
powergrid_output: 49
rig_slots: 3
group: Frigate
hull_stats:
hp_armor: 400
hp_shield: 250
hp_structure: 335
name: Navitas
race: Unknown
skill_requirements:
- level: 1
skill_id: 3328
type_id: 592
velocity: 410
image: /592.png
last_updated: '2026-04-19T17:44:45.787340'
source: eve-university
source_stats:
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faction: Gallente Federation
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grouping: Standard Frigates
highlights1: ''
highlights2: ''
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highs: 3
hulltype: Navitas Class
inertia: 3.75
info: In YC114 each major empire faction, having been embroiled in a harrowing,
extensive, long-term war, recognized the growing need for support and logistics
functionality in their vessels during the kind of protracted interstellar warfare
that might otherwise prove exhausting for its participants. In the Gallente Federation,
this led to the redesign and redeployment of the Navitas.<br><br>The Navitas had
been a solid mining vessel that had seen wide use by independent excavators, along
with being one of the best ships available for budding traders and even for much-maligned
scavengers. After its redesign, its long-range scanners and sturdy outer shell
gave way entirely for remote repairing capabilities, moving the Navitas away from
the calming buzz of mining lasers and into the roar of battle.
launchers: 0
lows: 3
mass: 1450000
maxlockedtargets: 7
maxvelocity: 410
mediums: 3
powergrid: 49
quote: Support you can rely on.
quote_attribution: Roden marketing division
reqskills: '*{{RequiredSkill|Gallente Frigate|I}}
** {{RequiredSkill|Spaceship Command|I}}'
scanres: 875
sensortype: Magnetometric
sensorvalue: 11
shieldem: 0
shieldexp: 50
shieldhp: 250
shieldkin: 40
shieldtherm: 20
shipid: 592
shipimg: Navitas.jpg
shipname: Navitas
sigradius: 36
structurehp: 335
targetrange: 38.0
tech: ''
totaltraintime: 250
turrets: 2
variations: '{{Ship|Thalia}}'
volume: 10000
warpspeed: 5
warptime: 7.54
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Navitas
title: Navitas
type_id: 592
validation_score: 1.0
---
<img src="/592.png" alt="Navitas" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Navitas is the Gallente Logistics Frigate; Navitas pilots repair their fleetmates ships during battle. The Navitas is bonused for remote armor repair, which matches the Gallente racial focus on armor tanking. The ships bonuses to remote armor repairer amount, activation, and range make the underwhelming base stats of small remote armor repairers practically useful. Flying the Navitas is a great first step in learning about Logistics. Navitas pilots often go on to train into heavier Tech I logistics cruisers (such as the Gallente Exequror), and then Tech II logistics ships (including the Thalia and Oneiros). But the Navitas is also effective all on its own, especially as a component of frigate or destroyer gangs, where speed is key.
One defining challenge of flying Tech I logistics frigates in general, and the Navitas in particular, is sustaining enough capacitor to run the ship. Remote repair modules are extremely cap-intensive, so the Navitas is typically fit to boost available capacitor—with cap rechargers in mid slots, capacitor control circuit or remote repair augmentor rigs, and, if necessary, “Enduring” remote armor repairers (which consume less cap). Training character skills that boost capacitor will also help. It might seem that fitting the Navitas with an afterburner instead of a microwarpdrive (MWD) could spare some capacitor. But the Navitas needs to keep up with its small-ship fleetmates in order to repair them, so it usually needs an MWD. Pilots fitting the Navitas should use the in-game fitting simulation window, or an out-of-game tool like Pyfa, to match any fit to their specific skills and to gauge the ships cap stability. (This also means you may need to swap out modules on any pre-fit Navitas hulls that you purchase on corp contracts, to make them work with your skills.)
Compared to the Amarr Inquisitor—the other Tech I armor logistics frigate—the Navitas has less tank and less native capacitor. The Navitas is fine, but frigate logi pilots are encouraged to cross-train into the Amarr logistics frigate if they can.
## Skills
The following are some basic skills that will let you run a basic fit on the Navitas:
Remote Armor Repair Systems I
Energy Grid Upgrades II
Afterburner I
Hull Upgrades II
To be a more effective Navitas pilot:
The most important single skill is Gallente Frigate. This will both reduce remote armor repairers' capacitor requirements and boost their effectiveness at once.
Train Remote Armor Repair Systems to III for T2 remote armor repairers or any level to reduce their capacitor requirements.
## Tactics
New Navitas pilots should read the Tactics section of the UniWikis Logistics guide, and attend a Logistics (CORE class); these will provide some details on how to fly logistics frigates. Some tips on flying the Navitas:
Watch your capacitor, and deactivate modules when they aren't needed. As explained above, you may not have enough capacitor to run every module, all the time. When you first land at an engagement, youll need to use your MWD to position yourself relative to the fleet. But then, once you are in position, you wont need your MWD any more. Remember to turn it off!
Likewise, as your fleetmates start to take damage, its easy to overreact by activating all three repairers at once. Instead, try to activate them gradually, one by one, to see if you can spare capacitor by running just one or two. And if you need to switch targets—say, because the enemy fleet has changed their primary—again, switch gradually.
Stay moving, behind your fleetmates. One advantage of the Navitas is its small signature radius, which makes the ship difficult to hit. But this is only an advantage if you arent sitting still, so always be moving. Given this, you might be tempted to right-click your repair target and “Orbit at…” your optimal range. Keep in mind, though, that this will sometimes send your fragile frigate closer to the enemy than the damage dealers. Better, instead, to manually fly in a ring orbit behind the fleet, so that you keep range and stay out of the action. Make sure you stay near other logi pilots in case you need to repair each other - separating logi on either side of your fleet can make logi a target.
## Notes
You can add notes here.

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---
esi_data:
fitting_stats:
cpu_output: 130
high_slots: 3
low_slots: 3
med_slots: 3
powergrid_output: 35
rig_slots: 3
group: Frigate
hull_stats:
hp_armor: 450
hp_shield: 350
hp_structure: 550
name: Tristan
race: Unknown
skill_requirements:
- level: 1
skill_id: 3328
type_id: 593
velocity: 315
image: /593.png
last_updated: '2026-04-19T17:50:23.503347'
source: eve-university
source_stats:
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class: Frigate
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extrahold: ''
extraholdtype: ''
faction: Gallente Federation
forumlinks: ''
grouping: Standard Frigates
highlights1: ''
highlights2: ''
highlights3: ''
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highs: 3
hulltype: Tristan Class<br>
inertia: 3.44
info: Often nicknamed The Fat Man, this nimble little frigate is mainly used by
the Federation in escort duties or on short-range patrols. The Tristan has been
very popular throughout Gallente space for years because of its versatility. It
is rather expensive, but buyers will definitely get their money's worth, as the
Tristan is one of the more powerful frigates available on the market.
launchers: 0
lows: 3
mass: 1044000
maxlockedtargets: 5
maxvelocity: 315
mediums: 3
powergrid: 35
quote: When you need a helping hand, they'll lend you an iron grip.
quote_attribution: Old Man Darieux
reqskills: '*{{RequiredSkill|Gallente Frigate|I}}
** {{RequiredSkill|Spaceship Command|I}}'
scanres: 600
sensortype: Magnetometric
sensorvalue: 9
shieldem: 0
shieldexp: 50
shieldhp: 350
shieldkin: 40
shieldtherm: 20
shipid: 593
shipimg: Tristan.jpg
shipname: Tristan
sigradius: 41
structurehp: 550
targetrange: 40.0
tech: ''
totaltraintime: 250
turrets: 2
variations: '{{Ship|Nemesis}}'
volume: 26500
warpspeed: 5
warptime: 4.98
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Tristan
title: Tristan
type_id: 593
validation_score: 1.0
---
<img src="/593.png" alt="Tristan" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Tristan is a Gallente combat Frigate and the earliest ship in the line of Gallente droneboats. It has a bonus to both Hybrid Turret tracking speed and Drone hitpoints and tracking speed, which gives it high damage application and projection at any range. The drones are an excellent tool in both PvP and PvE, and the Tristan is the only Tech 1 frigate that can field a full flight of 5 light combat drones.
## Skills
As a Tech 1 frigate, the Tristan is a cheap and relatively forgiving ship. New pilots should feel able to step into one with minimal preparation. Like any ship, though, the Tristan's performance can be boosted dramatically by improved character skills. Furthermore, its reliance on drones makes it more skill-intensive than the Incursus for very new pilots.
Since the Tristan is a drone boat, drone skills will help you fly it; this training will prepare you for the Algos, Vexor, and other even larger drone boats, and all the skills useful in a Tristan will help those too. The Tristan can field a full flight of 5 light drones. Train Drones V in order to field all 5 drones. For support skills, train Light Drone Operation V and Drone Interfacing IV to increase the damage of your drones, Drone Avionics V increase your drone control range, and Drone Durability IV to increase drone hitpoints.
You may want to further increase the damage of your drones with weapon upgrades in the low-slots. The Tech 1 Drone Damage Amplifier I (T1 DDA) module requires Weapon Upgrades I and Drones I.
General support skills and fitting skills help the Tristan as they help other ships.
## Tactics
PvE
The Tristan can cope well with Level 1 missions, especially if the pilot has Drones trained to IV or V. Select the right drones to hit your NPC targets' greatest weakness; With good skills, all you need to do is to launch drones, target and keep pressing “F”. Just keep an eye on your drones' health in the drones window, and recall-and-relaunch them if they come under attack. If you want to and you have space capacitor, you can add two hybrid turrets to boost your DPS. Railguns will let you fight at longer (that is, safer) ranges, though at such ranges you won't be using the hull's tracking bonus much.
With its balanced slot layout, the Tristan can be shield- or armour-tanked. New Gallente pilots might find that training for basic armor tanking prepares them better for larger Gallente ships. Experienced pilots can use either approach.
Besides missions, a carefully-fitted Tristan can also take on basic pockets of Abyssal Deadspace, with potentially quite lucrative rewards. Since the exact fits which work best will depend on character skill and the changing meta, it's recommended that players interested in this consult resources such as the Abyss Tracker and confer with more experienced players.
PvP
The Tristan is a highly versatile ship which can adopt a variety of fits and tactics in PvP, with the caveat that it is normally going to rely on drones for much of its DPS.
In small-scale frigate versus frigate PvP, the Tristan can brawl with blasters, drones, and a basic tank, or it can try to kite and let its drones bring its target down. It is also possible to fit energy neutralizers for capacitor warfare, much like in some of the Tristan's bigger siblings, such as the Vexor and Dominix. Neutralizers can be a nasty surprise for a frigate that has underestimated the Tristan and gotten too close, but their energy drain on the Tristan itself will have to be managed carefully, and might well require a cap booster to inject more energy.
In larger-scale PvP the Atron is a more effective pure tackle frigate than the Tristan, and new characters are likely to extract more DPS from the Incursus. The Tristan finds niche uses nevertheless, because it has a huge drone bay for a ship so small and so cheap. Swarms of Tristans can launch enough drones to deliver ferocious DPS, even achieving enough damage to attack structures, making it a low-SP siege ship. Fitting some Tech 2 Drones and blasters can achieve shocking DPS (150-160 or so). The Tristan can also boost its drone control range and fight at surprisingly long distances if other ships can hold its targets in place; it is even possible for the Tristan to use one (but only one) sentry drone.
## Notes
The ship is probably named after Tristan, a hero from high medieval chivalric romances. Most versions of Tristan's story involve a doomed love affair with Iseult, the bride of Tristan's liege lord, and the legend was eventually incorporated into the cycle of stories surrounding King Arthur.
## Patch History

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---
esi_data:
fitting_stats:
cpu_output: 145
high_slots: 3
low_slots: 4
med_slots: 3
powergrid_output: 33
rig_slots: 2
group: Interceptor
hull_stats:
hp_armor: 400
hp_shield: 300
hp_structure: 625
name: Ares
race: Unknown
skill_requirements:
- level: 5
skill_id: 3328
- level: 1
skill_id: 12092
type_id: 11202
velocity: 425
image: /11202.png
last_updated: '2026-04-19T17:39:56.347205'
source: eve-university
source_stats:
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bandwidth: ''
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class: Interceptor
cpu: 145
dronebay: ''
externallinks: ''
faction: Gallente Federation
grouping: Interceptors
highlights1: Fast Target Locking Time
highs: 3
hulltype: Atron Class
inertia: 3.45
info: "Interceptors utilize a combination of advanced alloys and electronics to\
\ reduce their effective signature radius. This, along with superior maneuverability\
\ and speed, makes them very hard to target and track, particularly for high caliber\
\ turrets. \n\nDeveloper: Roden Shipyards\n\nRoden Shipyards is the fastest growing\
\ ship manufacturer in the Federation, thanks to an extremely aggressive R&D division\
\ and extensive connections in government and military procurement communities.\
\ Roden ships are distinguished by strong armor defenses and excellent electronic\
\ capabilities. They also tend towards gunboats with exceptional range and tracking\
\ systems, and less reliance on drones than the average Federation warship."
launchers: 1
lows: 4
mass: 950000
maxlockedtargets: 5
maxvelocity: 425
mediums: 3
powergrid: 33
quote: Speed and power; you need the first to land a hit, and the second to make
it count.
quote_attribution: CEO Miloise Roden
reqskills: '*{{RequiredSkill|Gallente Frigate|V}}
** {{RequiredSkill|Spaceship Command|I}}
* {{RequiredSkill|Interceptors|I}}
** {{RequiredSkill|Evasive Maneuvering|V}}
*** {{RequiredSkill|Navigation|II}}
** {{RequiredSkill|Spaceship Command|III}}'
scanres: 955
sensortype: Magnetometric
sensorvalue: 11
shieldem: 0
shieldexp: 50
shieldhp: 300
shieldkin: 50
shieldtherm: 20
shipid: 11202
shipimg: Ares.jpg
shipname: Ares
sigradius: 35
structurehp: 625
targetrange: 30.5
tech: 2
totaltraintime: 23224030
turrets: 3
variations: '{{Ship|Taranis}}, {{Ship|Atron}}'
volume: 22500
warpspeed: 5
warptime: 4.54
source_url: https://wiki.eveuniversity.org/Ares
title: Ares
type_id: 11202
validation_score: 1.0
---
<img src="/11202.png" alt="Ares" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Ares previously held the title of Fastest Fleet Inty, but post-Rubicon this is no longer the case. The Ares shares a 4/3/3 slot layout with the Malediction, allowing it to fit a good speed fit, only slightly slower than the Malediction's. It still has 3 mids to fit two tackle modules or a tackle module and tank module for a fleet fit.
The Ares is competent at its role but has no real distinguishing features. The Malediction is generally superior with the same slot layout, being slightly faster and having a more flexible weapon system.
## Skills
Recommended skills: (Medium)
Interceptors IV *** It is highly recommended NOT to fly any Interceptor before your Interceptors skill is at least IV ***
Power Grid Management V
Capacitor Management IV (important for capacitor stability)
Capacitor Systems Operation V (important for capacitor stability)
Thermodynamics IV (important for sustained overheating of MWD or Point)
Shield Operation III
Shield Management III
Shield Upgrades IV
CPU Management IV
Propulsion Jamming III
Signature Analysis V
Long Range Targeting IV
Mechanics IV
Hull Upgrades IV
Jury Rigging III
Astronautics Rigging III
Electronic Superiority Rigging III
Navigation V
High Speed Maneuvering IV (important for capacitor stability)
Acceleration Control IV
Warp Drive Operation IV
## TacticsNo sub-article about Ares roles or piloting tactics. You can write them here.## Notes
In ancient Greek mythology, Ares was the primary god of war and bravery, though he was also associated with slaughter and bloodlust.
In many languages Ares and Eris'' sound quite similar, and pilots should take care when reporting either ship over voice comms.
## Patch History

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---
esi_data:
fitting_stats:
cpu_output: 160
high_slots: 4
low_slots: 3
med_slots: 3
powergrid_output: 35
rig_slots: 2
group: Interceptor
hull_stats:
hp_armor: 425
hp_shield: 275
hp_structure: 675
name: Taranis
race: Unknown
skill_requirements:
- level: 5
skill_id: 3328
- level: 1
skill_id: 12092
type_id: 11200
velocity: 420
image: /11200.png
last_updated: '2026-04-19T17:43:17.222712'
source: eve-university
source_stats:
armorem: 50
armorexp: 10
armorhp: 425
armorkin: 45
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bandwidth: 10
bonuses: 157.515801006
capacitor: 355
cargohold: 92
class: Interceptor
cpu: 160
dronebay: 10
externallinks: ''
faction: Gallente Federation
grouping: Interceptors
highlights1: Fast Target Locking Time
highs: 4
hulltype: Atron Class
inertia: 3.25
info: Interceptors utilize a combination of advanced alloys and electronics to reduce
their effective signature radius. This, along with superior maneuverability and
speed, makes them very hard to target and track, particularly for high caliber
turrets.
launchers: 0
lows: 3
mass: 1060000
maxlockedtargets: 5
maxvelocity: 420
mediums: 3
powergrid: 35
quote: The key to a brief engagement is undeniable force.
quote_attribution: Joroutte Duvolle
reqskills: '*{{RequiredSkill|Gallente Frigate|V}}
** {{RequiredSkill|Spaceship Command|I}}
* {{RequiredSkill|Interceptors|I}}
** {{RequiredSkill|Spaceship Command|III}}
** {{RequiredSkill|Evasive Maneuvering|V}}
*** {{RequiredSkill|Navigation|II}}'
scanres: 880
sensortype: Magnetometric
sensorvalue: 10
shieldem: 0
shieldexp: 50
shieldhp: 275
shieldkin: 50
shieldtherm: 20
shipid: 11200
shipimg: Taranis.jpg
shipname: Taranis
sigradius: 36
structurehp: 675
targetrange: 22.5
tech: 2
totaltraintime: 23224030
turrets: 3
variations: '{{Ship|Ares}},{{Ship|Atron}}'
volume: 22500
warpspeed: 5
warptime: 4.78
source_url: https://wiki.eveuniversity.org/Taranis
title: Taranis
type_id: 11200
validation_score: 1.0
---
<img src="/11200.png" alt="Taranis" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Taranis is a very popular combat interceptor. Its high structure HP means it gets a considerable amount of EHP just by fitting a Damage Control. It has 3 mid slots, so it can field a scram and web to prevent other interceptors from getting away. It has a 10m3 drone bay, unique among interceptors. Taranises are commonly fit with blasters, which along with T2 drones, gives them DPS far higher than other interceptors can manage. On the downside due to its mass it is the slowest and least agile interceptor.
## Skills
Required Skills
Gallente Frigate V
Spaceship Command III
Interceptors I
Evasive Maneuvering V
Navigation IIRecommended skills: (Medium)
Interceptors IV***It is highly recommended NOT to fly any Interceptor before your Interceptors skill is at least 4***
Power Grid Management V
Capacitor Management IV (important for capacitor stability)
Capacitor Systems Operation V (important for capacitor stability)
Shield Operation III
Shield Management III
Shield Upgrades IV
CPU Management IV
Propulsion Jamming III
Signature Analysis V
Long Range Targeting IV
Mechanics IV
Hull Upgrades IV
Jury Rigging III
Astronautics Rigging III
Electronic Superiority Rigging III
Navigation V
High Speed Maneuvering IV (important for capacitor stability)
Acceleration Control IV
Evasive Maneuvering V
Warp Drive Operation IV
Thermodynamics IV (important for sustained overheating of MWD or Point)
## Tactics
No sub-article about Taranis roles or piloting tactics. You can write them here.
## Patch History
## Notes
The Taranis is named after an ancient Celtic thunder god.

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@@ -1,81 +0,0 @@
---
last_updated: '2026-04-19T17:50:19.644351'
source: eve-university
source_stats:
armorem: 60
armorexp: 20
armorhp: 7813
armorkin: 35
armortherm: 45
bandwidth: 125
bonuses: None
capacitor: 9375
cargohold: 700
class: Battleship
cpu: 1500
dronebay: 375
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Jovian Directorate
forumlinks: ''
grouping: Standard Battleships
highlights1: High Amount of High Slots
highlights2: High Amount of Mid Slots
highlights3: High Amount of Low Slots
highlights4: ''
highs: 8
hulltype: Eidolon Class
inertia: 0.155
info: Little is known about Jove vessels except for their technical superiority.
launchers: 8
lows: 8
mass: 100000000
maxlockedtargets: 7
maxvelocity: 250
mediums: 8
powergrid: 28000
reqskills: '*{{RequiredSkill|Jove Battleship|I}}
** {{RequiredSkill|Spaceship Command|V}}
** {{RequiredSkill|Jove Cruiser|III}}
*** {{RequiredSkill|Spaceship Command|III}}
*** {{RequiredSkill|Caldari Frigate|IV}}
**** {{RequiredSkill|Spaceship Command|I}}'
scanres: 115
sensortype: Omni
sensorvalue: 15
shieldem: 0
shieldexp: 50
shieldhp: 14844
shieldkin: 40
shieldtherm: 20
shipid: 647
shipimg: Eidolon.jpg
shipname: Eidolon
sigradius: 400
structurehp: 6563
targetrange: 100.0
tech: ''
totaltraintime: Unknown
turrets: 8
variations: ''
volume: 441000
warpspeed: 1
warptime: 21.49
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Eidolon
title: Eidolon
type_id: 647
validation_score: 1.0
---
## Summary
Only usable by devs before its removal, this ship was by all accounts an absolute beast that entire fleets of players were unable to kill.
## Notes
All Jove ships were removed from the game files in the Rubicon 1.3 patch.
## Patch History

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@@ -1,71 +0,0 @@
---
last_updated: '2026-04-19T17:39:04.349022'
source: eve-university
source_stats:
armorem: 60
armorexp: 20
armorhp: 1375
armorkin: 35
armortherm: 45
bandwidth: 50
bonuses: None
capacitor: 437.5
cargohold: 1750
class: Cruiser
cpu: 900
dronebay: 50
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Jovian Directorate
forumlinks: ''
grouping: Standard Cruisers
highlights1: ''
highlights2: ''
highlights3: ''
highlights4: ''
highs: 6
hulltype: Phantom Class
inertia: 0.65
info: Little is known about Jove vessels except for their technical superiority.
launchers: 3
lows: 4
mass: 10000000
maxlockedtargets: 7
maxvelocity: 300
mediums: 6
powergrid: 1750
reqskills: 1
scanres: 300
sensortype: Omni
sensorvalue: 12
shieldem: 0
shieldexp: 50
shieldhp: 2500
shieldkin: 40
shieldtherm: 20
shipid: 3878
shipimg: Phantom.jpg
shipname: Phantom
sigradius: 100
structurehp: 1250
targetrange: 65.0
tech: ''
totaltraintime: Unknown
turrets: 4
variations: ''
volume: 80000
warpspeed: 1
warptime: 9.01
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Phantom
title: Phantom
type_id: 3878
validation_score: 1.0
---
## Summary
Only usable by devs before its removal, there is little information on this ship.
## Notes
N/A
## Patch History

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@@ -1,69 +0,0 @@
---
last_updated: '2026-04-19T17:40:06.639538'
source: eve-university
source_stats:
armorem: 50
armorexp: 10
armorhp: 313
armorkin: 25
armortherm: 35
bandwidth: 20
bonuses: None
capacitor: 125
cargohold: 80
class: Frigate
cpu: 125
dronebay: 20
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Jovian Directorate
forumlinks: ''
grouping: Standard Frigates
highlights1: ''
highlights2: ''
highlights3: ''
highlights4: ''
highs: 4
hulltype: Specter Class
inertia: 3.1
info: Little is known about Jove vessels except for their technical superiority.
launchers: 1
lows: 2
mass: 1000000
maxlockedtargets: 3
maxvelocity: 300
mediums: 2
powergrid: 25
reqskills: 2
scanres: 750
sensortype: Omni
sensorvalue: 12
shieldem: 0
shieldexp: 50
shieldhp: 63
shieldkin: 40
shieldtherm: 20
shipid: 611
shipimg: Specter.jpg
shipname: Specter
sigradius: 30
structurehp: 25
targetrange: 15.0
tech: ''
totaltraintime: Unknown
turrets: 2
variations: ''
volume: 13400
warpspeed: 2
warptime: 4.3
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Specter
title: Specter
type_id: 611
validation_score: 1.0
---
## Summary
Only usable by devs before its removal, there is little information on this ship.
## Patch History

View File

@@ -1,72 +0,0 @@
---
last_updated: '2026-04-19T17:41:36.304828'
source: eve-university
source_stats:
armorem: 60
armorexp: 20
armorhp: 344
armorkin: 35
armortherm: 45
bandwidth: 15
bonuses: None
capacitor: 500
cargohold: 110
class: Frigate
cpu: 250
dronebay: 15
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Jovian Directorate
forumlinks: ''
grouping: Standard Frigates
highlights1: ''
highlights2: ''
highlights3: ''
highlights4: ''
highs: 4
hulltype: Wraith Class
inertia: 3.1
info: Little is known about Jove vessels except for their technical superiority.
launchers: 1
lows: 2
mass: 1000000
maxlockedtargets: 4
maxvelocity: 325
mediums: 5
powergrid: 28000
reqskills: 3
scanres: 750
sensortype: Omni
sensorvalue: 12
shieldem: 0
shieldexp: 50
shieldhp: 563
shieldkin: 40
shieldtherm: 20
shipid: 610
shipimg: Wraith.jpg
shipname: Wraith
sigradius: 30
structurehp: 250
targetrange: 35.0
tech: ''
totaltraintime: Unknown
turrets: 2
variations: ''
volume: 13000
warpspeed: 2
warptime: 4.3
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Wraith
title: Wraith
type_id: 610
validation_score: 1.0
---
## Summary
Only usable by devs before its removal, there is little information on this ship.
## Notes
According to a dev post the Wraith was the Jove 'newbie frigate', though comparing the two Jove frigates reveals the Wraith's attributes are far superior to the Spectre's, which indicates this may have been stated in error.
All Jove ships were removed from the game files in the Rubicon 1.3 patch.
## Patch History

View File

@@ -1,30 +0,0 @@
---
is_meta: true
last_updated: '2026-04-19T18:08:16.327607'
nav_order: 0
source: generator
title: Ships Minmatar
---
# Ships Minmatar
## Summary
Landing page for Ships Minmatar. Browse sub-categories and related pages.
## Sub-Categories
- [Attack battlecruisers](/ships/minmatar/attack-battlecruisers)
- [Battleships](/ships/minmatar/battleships)
- [Combat battlecruisers](/ships/minmatar/combat-battlecruisers)
- [Cruisers](/ships/minmatar/cruisers)
- [Destroyers](/ships/minmatar/destroyers)
- [Frigates](/ships/minmatar/frigates)
- [Interceptors](/ships/minmatar/interceptors)
## Pages
- [Attack battlecruisers](/ships/minmatar/attack-battlecruisers)
- [Battleships](/ships/minmatar/battleships)
- [Combat battlecruisers](/ships/minmatar/combat-battlecruisers)
- [Cruisers](/ships/minmatar/cruisers)
- [Destroyers](/ships/minmatar/destroyers)
- [Frigates](/ships/minmatar/frigates)
- [Interceptors](/ships/minmatar/interceptors)

View File

@@ -1,15 +0,0 @@
---
is_meta: true
last_updated: '2026-04-19T18:08:16.327823'
nav_order: 0
source: generator
title: Ships Minmatar Attack battlecruisers
---
# Ships Minmatar Attack battlecruisers
## Summary
Landing page for Ships Minmatar Attack battlecruisers. Browse sub-categories and related pages.
## Pages
- [Tornado](/ships/minmatar/attack-battlecruisers/tornado)

View File

@@ -1,134 +0,0 @@
---
esi_data:
fitting_stats:
cpu_output: 342
high_slots: 8
low_slots: 4
med_slots: 5
powergrid_output: 1000
rig_slots: 3
group: Attack Battlecruiser
hull_stats:
hp_armor: 1800
hp_shield: 1890
hp_structure: 1800
name: Tornado
race: Unknown
skill_requirements:
- level: 1
skill_id: 33098
type_id: 4310
velocity: 250
image: /4310.png
last_updated: '2026-04-19T17:48:16.667499'
source: eve-university
source_stats:
armorem: 60
armorexp: 10
armorhp: 1800
armorkin: 25
armortherm: 35
bandwidth: ''
bonuses: 57.5955
capacitor: 2700
cargohold: 535
class: Attack Battlecruiser
cpu: 342
dronebay: ''
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Minmatar Republic
grouping: Standard Battlecruisers
highlights1: ''
highlights2: ''
highlights3: dz
highlights4: ''
highs: 8
hulltype: Tornado Class
inertia: 0.54
info: 'In YC 113 Republic Security Services learned the Amarr Empire was building
a new battlecruiser capable of supporting battleship-class weapons. Determined
to not lose their technological edge to their adversaries, Republic Fleet commissioned
Boundless Creation to construct a gunboat to match.
What they designed was the Tornado. Developed in record time and total secrecy,
the Tornado is a testament to Minmatar engineering. Modeled loosely on flying-wing
designs of ancient planetary bombers, the Tornado supports multiple large projectile
turrets, dealing massive damage while maintaining a small signature radius.'
launchers: 0
lows: 4
mass: 15228000
maxlockedtargets: 6
maxvelocity: 250
mediums: 5
powergrid: 1000
quote: Innovation and persistence are our greatest strengths.
quote_attribution: Chief Researcher Dr. Bogekur Alpur
reqskills: '*{{RequiredSkill|Minmatar Battlecruiser|I}}
** {{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: 230
sensortype: LADAR
sensorvalue: 17
shieldem: 0
shieldexp: 50
shieldhp: 1890
shieldkin: 40
shieldtherm: 20
shipid: 4310
shipimg: Tornado.jpg
shipname: Tornado
sigradius: 195
structurehp: 1800
targetrange: 60
tech: ''
totaltraintime: 1211640
turrets: 8
variations: ''
volume: 216000
warpspeed: 3.5
warptime: 11.4
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Tornado
title: Tornado
type_id: 4310
validation_score: 1.0
---
<img src="/4310.png" alt="Tornado" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Tornado was made to do one thing and one thing only: high-explosive obliteration of anything that is unfortunately preoccupied with other threats. Like other Attack Battlecruisers, the Tornado has a full rack of 8 battleship-sized gun turrets, and almost nothing else; it has minimal defenses, limited mobility, and extremely poor tracking against any targets intent on evading its fire. Despite its Fire Rate and Falloff Range bonuses implying that the Tornado favors using Autocannons, Tornados are almost exclusively fit with 1400mm Artillery and used to deal massive damage in a single shot, in similar style to the Maelstrom.
## Skills
The Tornado benefits especially heavily from fitting skills and any skills which improve the damage and accuracy of Large Projectile Turrets, such as Sharpshooter and Surgical Strike. However, contrary to most conventional ship fitting wisdom, the Tornado may not benefit greatly from access to Tech II 1400mm artillery, as its Powergrid is slightly too constrained to make use of them without making other sacrifices in fitting.
## Tactics
The Tornado excels in a number of niches thanks to its excellent ratio of cost to potential artillery alpha strike damage.
The Tornado is a popular gatecamping ship. Dual-boxing a Tornado and an Exequror for both remote repair and, more importantly, remote sensor boost (to boost the Tornado's scan resolution and lock time) is one of the most common setups for a single-player gatecamp.
The high alpha potential of the Tornado makes it extremely popular for suicide ganking. Because an artillery Tornado does extremely high damage with a long cycle time, the response speed of CONCORD does not affect how much damage it will do. When fit purely for alpha damage, it can deal over 12K damage per shot, which is easily enough to one-shot many ships.
The Tornado can also be used as a very long-range sniping ship in large-scale fleet engagements. It is cheaper and less character skill intensive than the Maelstrom, making it a more accessible tool for alliances with newer pilots.
## Notes
The Tornado design was the winner of create a starship contest.
create a starship contest winners
Ship-troduction: The Minmatar Tornado
## Patch History

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@@ -1,17 +0,0 @@
---
is_meta: true
last_updated: '2026-04-19T18:08:16.327753'
nav_order: 0
source: generator
title: Ships Minmatar Battleships
---
# Ships Minmatar Battleships
## Summary
Landing page for Ships Minmatar Battleships. Browse sub-categories and related pages.
## Pages
- [Maelstrom](/ships/minmatar/battleships/maelstrom)
- [Tempest](/ships/minmatar/battleships/tempest)
- [Typhoon](/ships/minmatar/battleships/typhoon)

View File

@@ -1,123 +0,0 @@
---
esi_data:
fitting_stats:
cpu_output: 640
high_slots: 7
low_slots: 5
med_slots: 7
powergrid_output: 18000
rig_slots: 3
group: Battleship
hull_stats:
hp_armor: 8250
hp_shield: 8800
hp_structure: 7700
name: Maelstrom
race: Unknown
skill_requirements:
- level: 1
skill_id: 3337
type_id: 24694
velocity: 115
image: /24694.png
last_updated: '2026-04-19T17:48:37.513549'
source: eve-university
source_stats:
armorem: 60
armorexp: 10
armorhp: 8250
armorkin: 25
armortherm: 35
bandwidth: 100
bonuses: 1010100505
capacitor: 6000
cargohold: 790
class: Battleship
cpu: 640
dronebay: 100
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Minmatar Republic
grouping: Standard Battleships
highlights1: High Amount of High Slots
highlights2: ''
highlights3: ''
highlights4: ''
highs: 7
hulltype: Maelstrom Class
inertia: 0.136
info: With the Maelstrom, versatility is the name of the game. Its defensive capabilities
make it ideally suited for small raid groups or solo work, while its 8 turret
hardpoints present opportunities for untold carnage on the fleet battlefield.
launchers: 0
lows: 5
mass: 103600000
maxlockedtargets: 7
maxvelocity: 115
mediums: 7
powergrid: 18000
quote: Unbroken. Unbound.
quote_attribution: Inscription on memorial in the Great Caravanserai
reqskills: '* {{RequiredSkill|Minmatar Battleship|I}}
** {{RequiredSkill|Spaceship Command|IV}}
** {{RequiredSkill|Minmatar Battlecruiser|III}}
*** {{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: 125
sensortype: LADAR
sensorvalue: 21
shieldem: 0
shieldexp: 50
shieldhp: 8800
shieldkin: 40
shieldtherm: 20
shipid: 24694
shipimg: Maelstrom.jpg
shipname: Maelstrom
sigradius: 460
structurehp: 7700
targetrange: 90
tech: ''
totaltraintime: 3205510
turrets: 6
variations: ''
volume: 470000
warpspeed: 3
warptime: 19.53
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Maelstrom
title: Maelstrom
type_id: 24694
validation_score: 1.0
---
<img src="/24694.png" alt="Maelstrom" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Maelstrom is the Minmatar T1 battleship with a tank bonus as such it has a bonus to shield boosters; further its bonused for projectile turrets.
## Skills
Further information about additional or recommended skills to pilot Maelstrom for a specific or its common role(s) can be written here.
## Tactics
The Maelstrom is the final word in artillery sniping, invariably fit with a full rack of 1400mm guns and a shield tank. Before the advent of micro jump technology, the prevailing battleship doctrine was the "alpha fleet". This technique relied on massed Maelstroms to delete enemy battleships in a single overwhelming volley, allowing no time for logistics ships to intervene.
## Notes
You can add notes here.
## Patch History

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@@ -1,134 +0,0 @@
---
esi_data:
fitting_stats:
cpu_output: 550
high_slots: 8
low_slots: 6
med_slots: 5
powergrid_output: 16000
rig_slots: 3
group: Battleship
hull_stats:
hp_armor: 7700
hp_shield: 7480
hp_structure: 7480
name: Tempest
race: Unknown
skill_requirements:
- level: 1
skill_id: 3337
type_id: 639
velocity: 127
image: /639.png
last_updated: '2026-04-19T17:46:58.942828'
source: eve-university
source_stats:
armorem: 60
armorexp: 10
armorhp: 7700
armorkin: 25
armortherm: 35
bandwidth: 75
bonuses: 755100505
capacitor: 5400
cargohold: 780
class: Battleship
cpu: 550
dronebay: 75
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Minmatar Republic
forumlinks: ''
grouping: Standard Battleships
highlights1: High Amount of High Slots
highlights2: ''
highlights3: ''
highlights4: ''
highs: 8
hulltype: Tempest Class
inertia: 0.116
info: The Tempest is one of the Republic Fleet's key vessels; a versatile gunship
proficient at long-range bombardment and capable of dishing out specialized types
of damage with great effectiveness. A well-rounded squadron of Tempests has been
proven time and time again to be an invaluable wild card in a fleet battle, one
which opponents should ignore at their own peril.
launchers: 4
lows: 6
mass: 99500000
maxlockedtargets: 7
maxvelocity: 127
mediums: 5
powergrid: 16000
quote: They say no storms rage in the void. They are wrong, we are the storm.
quote_attribution: Thukker Chief Ennar Aeboul
reqskills: '*{{RequiredSkill|Minmatar Battleship|I}}
** {{RequiredSkill|Spaceship Command|IV}}
** {{RequiredSkill|Minmatar Battlecruiser|III}}
*** {{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: 130
sensortype: LADAR
sensorvalue: 20
shieldem: 0
shieldexp: 50
shieldhp: 7480
shieldkin: 40
shieldtherm: 20
shipid: 639
shipimg: Tempest.jpg
shipname: Tempest
sigradius: 360
structurehp: 7480
targetrange: 81.0
tech: ''
totaltraintime: 3205510
turrets: 6
variations: '{{Ship|Vargur}},<br>
{{Ship|Tempest Fleet Issue}},<br>
{{Ship|Tempest Tribal Issue}},'
volume: 450000
warpspeed: 3
warptime: 16
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Tempest
title: Tempest
type_id: 639
validation_score: 1.0
---
<img src="/639.png" alt="Tempest" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Tempest is a Tech 1 Minmatar battleship with two bonuses for projectile turret DPS. The hull bonuses double the DPS, so that its six turret hardpoints give the effect of twelve unbonused turrets, while leaving two helpful high slots free for other utility modules.
With 5 mid slots and 6 low slots, the Tempest can be shield- or armor-tanked. If shield tanked, it achieves impressive DPS; if armor tanked, it has a huge number of utility mids. In both cases, the tank is on the weaker side compared with other Tech 1 battleships. Its big brother the Tempest Fleet Issue has one low slot more and thus works better with an armor tank. The Tempest is relatively quick and agile for its class.
## Skills
Further information about additional or recommended skills to pilot Tempest for a specific or its common role(s) can be written here.
## Tactics
No sub-article about Tempest roles or piloting tactics. You can write them here.
## Notes
This class of battleship was prominently featured as John Rourke's battleship in the machinima "Clear Skies".
The English word "tempest" was adopted into the language, meaning largely unchanged, from Latin via Old French. It appears in English surnames in the twelfth century, and as a noun in written English in the thirteenth. The Tempest is the only ship in EVE that shares its name with a Shakespeare play.
## Patch History

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@@ -1,135 +0,0 @@
---
esi_data:
fitting_stats:
cpu_output: 640
high_slots: 7
low_slots: 7
med_slots: 5
powergrid_output: 12500
rig_slots: 3
group: Battleship
hull_stats:
hp_armor: 6600
hp_shield: 7150
hp_structure: 6600
name: Typhoon
race: Unknown
skill_requirements:
- level: 1
skill_id: 3337
type_id: 644
velocity: 130
image: /644.png
last_updated: '2026-04-19T17:41:44.512220'
source: eve-university
source_stats:
armorem: 60
armorexp: 10
armorhp: 6600
armorkin: 25
armortherm: 35
bandwidth: 100
bonuses: 57.5100505
capacitor: 5400
cargohold: 780
class: Battleship
cpu: 640
dronebay: 125
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Minmatar Republic
forumlinks: ''
grouping: Standard Battleships
highlights1: High Amount of High Slots
highlights2: High Amount of Low Slots
highlights3: ''
highlights4: ''
highs: 7
hulltype: Typhoon Class
inertia: 0.11
info: Much praised by its proponents and much maligned by its detractors, the Typhoon-class
battleship has always been one of the most hotly debated spacefaring vessels around.
Its distinguishing aspect - and the source of most of the controversy - is its
sheer versatility, variously seen as either a lack of design focus or a deliberate
freedom for pilot modification.
launchers: 6
lows: 7
mass: 100600000
maxlockedtargets: 7
maxvelocity: 130
mediums: 5
powergrid: 12500
quote: We cannot be limited to a single path, nor a single doctrine.
quote_attribution: CEO Egbendik Skegnagennvallur
reqskills: '*{{RequiredSkill|Minmatar Battleship|I}}
** {{RequiredSkill|Spaceship Command|IV}}
** {{RequiredSkill|Minmatar Battlecruiser|III}}
*** {{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: 150
sensortype: LADAR
sensorvalue: 19
shieldem: 0
shieldexp: 50
shieldhp: 7150
shieldkin: 40
shieldtherm: 20
shipid: 644
shipimg: Typhoon.jpg
shipname: Typhoon
sigradius: 330
structurehp: 6600
targetrange: 82.5
tech: ''
totaltraintime: 3205510
turrets: 6
variations: '{{Ship|Panther}},<br>
{{Ship|Typhoon Fleet Issue}}'
volume: 414000
warpspeed: 3
warptime: 15.34
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Typhoon
title: Typhoon
type_id: 644
validation_score: 1.0
---
<img src="/644.png" alt="Typhoon" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Typhoon (or "Phoon") is the missile-focused Minmatar Tech 1 battleship. For a Tech 1 battleship, it is especially fast and has a small signature radius. Due to its 5 mid / 7 low slot layout, it is often armour tanked.
The Typhoon can be used in big PvP fleets, where it usually carries cruise missiles. In this role, it competes with cruise missile fitted Ravens. While the Raven has a range bonus, unbonused faction cruise missiles already have a range of nearly 150 km, which can be raised to about 180 km with a guidance computer, and this is enough range for many scenarios. As the mid slots are not filled with tanking modules, they can be used for various utilities such as target painters or other EWAR. Due to the Typhoons good speed and small signature radius, it also has a good chance of dissipating incoming damage from capitals, especially if mounting a signature radius suppressor.
In solo or small gang PvP, the Typhoon can bring substantial DPS, and its mid slots comfortably allow for tackle modules and webs. In these contexts, the Typhoon often brawls with torpedoes, which benefit greatly from its damage application bonus. Due to its speed, the Typhoon is also one of the few Tech 1 battleships which can realistically kite.
The Typhoon can also be used in PvE. It does well in Level 4 missions due to the selectable damage types of missiles, and its typical armour tank has naturally high EM/thermal resists, suiting it to DED sites with a lot of incoming EM/thermal damage. However, it lacks the clear progression to a better ship that the Raven has, because the Minmatar marauder, the Vargur, uses turrets.
## Skills
As a battleship, the Typhoon deserves good fitting skills and support skills, and the ability to fit a full Tech 2 tank. For PvP, pilots will also want Tech 2 missiles. Missile support skills are obviously important to the hull, with Target Navigation Prediction and Guided Missile Precision letting pilots get even more out of the ship's bonus for missile damage application.
## Notes
Despite the ship description's emphasis on versatility and the ship's 6 turret hardpoints, the Typhoon should not be fitted as a primarily turret-using battleship, as it lacks turret bonuses.
## Patch History
## See Also
Fit Kitchen: The Typhoon (Blog post discussing the Typhoon and fitting options)

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@@ -1,16 +0,0 @@
---
is_meta: true
last_updated: '2026-04-19T18:08:16.327904'
nav_order: 0
source: generator
title: Ships Minmatar Combat battlecruisers
---
# Ships Minmatar Combat battlecruisers
## Summary
Landing page for Ships Minmatar Combat battlecruisers. Browse sub-categories and related pages.
## Pages
- [Cyclone](/ships/minmatar/combat-battlecruisers/cyclone)
- [Hurricane](/ships/minmatar/combat-battlecruisers/hurricane)

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@@ -1,125 +0,0 @@
---
esi_data:
fitting_stats:
cpu_output: 550
high_slots: 7
low_slots: 5
med_slots: 5
powergrid_output: 1100
rig_slots: 3
group: Combat Battlecruiser
hull_stats:
hp_armor: 3750
hp_shield: 5250
hp_structure: 3750
name: Cyclone
race: Unknown
skill_requirements:
- level: 1
skill_id: 33098
type_id: 16231
velocity: 180
image: /16231.png
last_updated: '2026-04-19T17:50:07.724457'
source: eve-university
source_stats:
armorem: 60
armorexp: 10
armorhp: 3750
armorkin: 25
armortherm: 35
bandwidth: 50
bonuses: "<b>Minmatar Battlecruiser bonuses (per skill level):</b><br>\n7.5% bonus\
\ to Heavy Missile and Heavy Assault Missile Launcher rate of fire<br>\n7.5% bonus\
\ to Shield Booster amount<br>\n'''Role Bonus:'''<br>\n\u2022&nbsp;Can use one\
\ Command Burst module<br>\n25% bonus to Missile velocity<br>\n50% bonus to Command\
\ Burst area of effect range"
capacitor: 2900
cargohold: 450
class: Combat Battlecruiser
cpu: 550
dronebay: 50
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Minmatar Republic
forumlinks: ''
grouping: Standard Battlecruisers
highlights1: Can use Command Burst module
highlights2: High Amount of High Slots
highlights3: ''
highlights4: ''
highs: 7
hulltype: Cyclone Class
inertia: 0.68
info: The Cyclone was created in order to meet the increasing demand for a vessel
capable of providing muscle for frigate detachments while remaining more mobile
than a battleship. To this end, the Cyclone's seven high-power slots and powerful
thrusters have proved ideal.
launchers: 5
lows: 5
mass: 12400000
maxlockedtargets: 6
maxvelocity: 180
mediums: 5
powergrid: 1100
quote: We can be the light in the storm, and lead our people through it.
quote_attribution: Sebiestor Anur-Chief Karin Midular
reqskills: '* {{RequiredSkill|Minmatar Battlecruiser|I}}
** {{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
sensortype: LADAR
sensorvalue: 17
shieldem: 0
shieldexp: 50
shieldhp: 5250
shieldkin: 40
shieldtherm: 20
shipid: 16231
shipimg: Cyclone.jpg
shipname: Cyclone
sigradius: 250
structurehp: 3750
targetrange: 50
tech: ''
totaltraintime: 1211640
turrets: 2
variations: '{{Ship|Claymore}}, {{Ship|Cyclone Fleet Issue}}'
volume: 216000
warpspeed: 3.5
warptime: 11.69
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Cyclone
title: Cyclone
type_id: 16231
validation_score: 1.0
---
<img src="/16231.png" alt="Cyclone" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Cyclone is a Minmatar Battlecruiser and, unlike its brother the Hurricane and most other Minmatar ships, the Cyclone is bonused towards missiles rather than projectile turrets. Unlike the Drake, which is designed to mount a large buffer tank and deal most of its damage with kinetic missiles, the Cyclone is bonused to take advantage of shield boosters to mount a massive active tank, albeit for a only limited period of time, while its rate of fire bonus allows the Cyclone greater flexibility in terms of the damage types it can use. The Cyclone also has a decent dronebay and bandwidth 50, allowing it to field a full flight of medium drones for extra DPS, or two flights of small drones instead.
## Skills
Like many Minmatar ships, the Cyclone is very skill intensive. A player looking to fly a Cyclone should have strong missile skills. Energy neutralizers or vampires are often equipped in the extra high slots for PvP, although this is not a very long train. Cyclones are shield tanked more often than not in order to take advantage of the ship's bonuses, so good active shield tanking skills are also recommended.
## Tactics
No sub-article about roles or piloting tactics. You can write them here.
## Notes
You can add notes here.
## Patch History

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@@ -1,140 +0,0 @@
---
esi_data:
fitting_stats:
cpu_output: 400
high_slots: 7
low_slots: 6
med_slots: 4
powergrid_output: 1140
rig_slots: 3
group: Combat Battlecruiser
hull_stats:
hp_armor: 4500
hp_shield: 4500
hp_structure: 3500
name: Hurricane
race: Unknown
skill_requirements:
- level: 1
skill_id: 33098
type_id: 24702
velocity: 180
image: /24702.png
last_updated: '2026-04-19T17:50:15.709072'
source: eve-university
source_stats:
armorem: 60
armorexp: 10
armorhp: 4500
armorkin: 25
armortherm: 35
bandwidth: 40
bonuses: 552550
capacitor: 2300
cargohold: 425
class: Combat Battlecruiser
cpu: 400
dronebay: 40
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Minmatar Republic
forumlinks: ''
grouping: Standard Battlecruisers
highlights1: Can use Command Burst module
highlights2: High Amount of High Slots
highlights3: ''
highlights4: ''
highs: 7
hulltype: Hurricane Class
inertia: 0.67
info: The force with which this ship hits is more than sufficient to leave a trail
of shattered enemies, floating around like so much lifeless debris. An adaptable
vessel, it has enough turret hardpoints for a full-scale assault while remaining
versatile enough to allow for plenty of missile fire, and has both sufficient
speed to outrun its enemies and sufficient capacitor charge to outlast them.
launchers: 3
lows: 6
mass: 12800000
maxlockedtargets: 6
maxvelocity: 180
mediums: 4
powergrid: 1140
quote: We rise as one, unchained and unstoppable.
quote_attribution: Sanmatar Maleatu Shakor
reqskills: '* {{RequiredSkill|Minmatar Battlecruiser|I}}
** {{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
sensortype: LADAR
sensorvalue: 16
shieldem: 0
shieldexp: 50
shieldhp: 4500
shieldkin: 40
shieldtherm: 20
shipid: 24702
shipimg: Hurricane.jpg
shipname: Hurricane
sigradius: 250
structurehp: 3500
targetrange: 60
tech: ''
totaltraintime: 1211640
turrets: 6
variations: '{{Ship|Sleipnir}}, {{Ship|Hurricane Fleet Issue}}'
volume: 216000
warpspeed: 3.5
warptime: 11.89
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Hurricane
title: Hurricane
type_id: 24702
validation_score: 1.0
---
<img src="/24702.png" alt="Hurricane" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Hurricane (often simply the Cane) has a long history of positive PvP and PvE performance and is one of the most versatile ships in the game. It can deal impressive DPS and can be shield or armor tanked. Most Minmatar pilots choose a Hurricane as their L3 mission ship, fitting either a passive shield tank or an active armor tank. In PvP the Hurricane can be fitted as a simple, armor-buffered short-range bruiser; a fast shield-tanked "Nanocane"; or as a shield-tanked, medium-range high-alpha artillery platform. Roaming gangs of shield tanked Hurricanes with Scimitar logistic support are a fearsome sight and a highly effective combat fleet.
## Skills
Minmatar Battlecruiser to at least IV to properly take advantage of the Hurricane'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 Power Grid Management 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 optimals it isn't as important for autocannon fits.
Drones V, Light Drone Operation V, Drone Interfacing IV and Gallente Drone Specialization I/Minmatar Drone Specialization I are all important for getting as much DPS out of the 40 drone capacity as possible.
The appropriate skills required for fitting an Armor or Shield Tank.
## Tactics
PvE
Artillery is probably the preferable choice for basic mission-running combat, as it has a longer range. Autocannon might mean more incoming DPS (as you will have to fight closer to NPC enemies) and slower completion times (as you will have to travel into range), but they will muster more DPS and cope better with agile targets. Consider whether your character skills lend themselves more to shield or to armor tanking: for PvE, the Hurricane can mount a passive shield tank or an active armor tank. An active armor tank might be easier to fit and simpler to get right.
PvP
The range of possible fits and tactical approaches offered by the Hurricane is—typically for a Minmatar ship—very wide, and to describe them all in detail would make this article a hostage to fortune (game updates).
Hurricanes fitted for very short-range brawling muster a lot of DPS, especially with T2 autocannon and Hail ammo. Watch out for battleships and other battlecruisers, which might prove tankier than you. The Micro Jump Drive offers one useful approach to brawling fits, at the cost of significant fitting demands: you can attempt to kill anything which gets into warp scrambler range, and then MJD out of trouble.
With a shield tank, the Hurricane can pull quite respectable speeds, and adding together its 25% hull bonus to range with the effect of T2 Barrage ammo lets autocannon hit out to warp disruptor range effectively. It's therefore also possible to fly the Hurricane as a kind of giant Stabber, faster than other large hulls and (hopefully) able to kill anything fast enough to catch it.
Moving beyond warp disruption range, an artillery-fit Hurricane can provide solid mid-ranged DPS and high mid-ranged alpha damage in a kiting gang, if other ships hold down its targets. Fitting a full rack of 720mm artillery often requires excellent character fitting skills and/or at least one fitting module.
## Notes
You can add notes here.
## Patch History

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@@ -1,18 +0,0 @@
---
is_meta: true
last_updated: '2026-04-19T18:08:16.327864'
nav_order: 0
source: generator
title: Ships Minmatar Cruisers
---
# Ships Minmatar Cruisers
## Summary
Landing page for Ships Minmatar Cruisers. Browse sub-categories and related pages.
## Pages
- [Bellicose](/ships/minmatar/cruisers/bellicose)
- [Rupture](/ships/minmatar/cruisers/rupture)
- [Scythe](/ships/minmatar/cruisers/scythe)
- [Stabber](/ships/minmatar/cruisers/stabber)

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@@ -1,125 +0,0 @@
---
esi_data:
fitting_stats:
cpu_output: 400
high_slots: 4
low_slots: 4
med_slots: 5
powergrid_output: 780
rig_slots: 3
group: Cruiser
hull_stats:
hp_armor: 1200
hp_shield: 1400
hp_structure: 1500
name: Bellicose
race: Unknown
skill_requirements:
- level: 1
skill_id: 3333
type_id: 630
velocity: 260
image: /630.png
last_updated: '2026-04-19T17:51:54.395585'
source: eve-university
source_stats:
armorem: 60
armorexp: 10
armorhp: 1200
armorkin: 25
armortherm: 35
bandwidth: 50
bonuses: '<b>Minmatar Cruiser bonuses (per skill level):</b><br>
5% bonus to Rapid Light Missile, Heavy Missile and Heavy Assault Missile Launcher
rate of fire<br>
7.5% bonus to Target Painter effectiveness<br>7.5% bonus to Heavy Missile and
Heavy Assault Missile explosion velocity'
capacitor: 1200
cargohold: 315
class: Cruiser
cpu: 400
dronebay: 50
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Minmatar Republic
forumlinks: ''
grouping: Standard Cruisers
highlights1: ''
highlights2: ''
highlights3: ''
highlights4: ''
highs: 4
hulltype: Bellicose Class
inertia: 0.51
info: Being a highly versatile class of Minmatar ships, the Bellicose has been used
as a combat juggernaut as well as a support ship for wings of frigates. While
not quite in the league of newer navy cruisers, the Bellicose is still a very
solid ship for most purposes, especially in terms of long range combat.
launchers: 4
lows: 4
mass: 11550000
maxlockedtargets: 7
maxvelocity: 260
mediums: 5
powergrid: 780
quote: The wise seek guidance.
quote_attribution: Minmatar Empire maxim
reqskills: '* {{RequiredSkill|Minmatar Cruiser|I}}
** {{RequiredSkill|Spaceship Command|II}}
** {{RequiredSkill|Minmatar Destroyer|III}}
*** {{RequiredSkill|Minmatar Frigate|III}}
**** {{RequiredSkill|Spaceship Command|I}}'
scanres: 300
sensortype: LADAR
sensorvalue: 14
shieldem: 0
shieldexp: 50
shieldhp: 1400
shieldkin: 40
shieldtherm: 20
shipid: 630
shipimg: Bellicose.jpg
shipname: Bellicose
sigradius: 120
structurehp: 1500
targetrange: 62.5
tech: ''
totaltraintime: 191530
turrets: 0
variations: '{{Ship|Huginn}},{{Ship|Rapier}}'
volume: 85000
warpspeed: 4
warptime: 8.17
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Bellicose
title: Bellicose
type_id: 630
validation_score: 1.0
---
<img src="/630.png" alt="Bellicose" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Bellicose is the Minmatar electronic warfare cruiser: it has a bonus to the effectiveness of target painters.
Target painting is more situational in its usefulness than the other types of EWAR, and the Vigil's target painters have a longer range than those of the Bellicose. However, the Bellicose is tougher and, like the Amarr Arbitrator, the Bellicose has a secondary bonus for combat, in this case for the rate of fire of Light, Heavy and Heavy Assault Missile Launchers. In fact, the Bellicose is the only EWAR cruiser which can use its electronic warfare directly to assist its own bonused weapons, as well as its allies.
## Skills
The Bellicose is an affordable and fairly forgiving ship, with relatively few specifically important skills; general support skills and fitting skills will help it. Missile skills will help its bonused damage, while Target Painting and Signature Focusing directly benefit target painters.
## Tactics
Target painters assist all weapon systems, but are especially useful for missiles, and the Bellicose can particularly help fleets or gangs using lots of missiles. The Bellicose can be shield- or armour-tanked.
## Notes
Bellicose is an adjective meaning "warlike" or "fierce".
## Patch Notes

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@@ -1,131 +0,0 @@
---
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
image: /629.png
last_updated: '2026-04-19T17:48:33.141685'
source: eve-university
source_stats:
armorem: 60
armorexp: 10
armorhp: 1800
armorkin: 25
armortherm: 35
bandwidth: 40
bonuses: 107.5
capacitor: 1275
cargohold: 450
class: Cruiser
cpu: 350
dronebay: 40
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
sensortype: LADAR
sensorvalue: 15
shieldem: 0
shieldexp: 50
shieldhp: 1500
shieldkin: 40
shieldtherm: 20
shipid: 629
shipimg: Rupture.jpg
shipname: Rupture
sigradius: 125
structurehp: 1500
targetrange: 50
tech: ''
totaltraintime: 191530
turrets: 4
variations: '{{Ship|Broadsword}},{{Ship|Muninn}}'
volume: 96000
warpspeed: 4
warptime: 8.46
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Rupture
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.
## Skills
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.
## Tactics
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.
## Notes
In the Retribution patch, the Rupture lost one launcher/utility hardpoint and gained a mid slot.
## Patch History

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@@ -1,135 +0,0 @@
---
esi_data:
fitting_stats:
cpu_output: 300
high_slots: 3
low_slots: 5
med_slots: 5
powergrid_output: 375
rig_slots: 3
group: Cruiser
hull_stats:
hp_armor: 1100
hp_shield: 1400
hp_structure: 1300
name: Scythe
race: Unknown
skill_requirements:
- level: 1
skill_id: 3333
type_id: 631
velocity: 260
image: /631.png
last_updated: '2026-04-19T17:40:26.327505'
source: eve-university
source_stats:
armorem: 60
armorexp: 10
armorhp: 1100
armorkin: 25
armortherm: 35
bandwidth: 45
bonuses: 12.554301
capacitor: 1750
cargohold: 475
class: Cruiser
cpu: 300
dronebay: 45
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Minmatar Republic
grouping: Standard Cruisers
highlights1: ''
highlights2: ''
highlights3: ''
highlights4: ''
highs: 3
hulltype: Scythe Class
inertia: 0.57
info: 'In YC114 each major empire faction, having been embroiled in a harrowing,
extensive, long-term war, recognized the growing need for support and logistics
functionality in their vessels during the kind of protracted interstellar warfare
that might otherwise prove exhausting for its participants. Both Frigate and Cruiser-class
ships were put under the microscope, and in the Minmatar Republic the outcome
of the re-evaluation process led, among other developments, to a redesign and
redeployment of the Scythe.
The Scythe-class cruiser remains the oldest Minmatar ship still in use. It has
seen many battles and is an integrated part in Minmatar tales and heritage. With
its redesign, past firmware upgrades for mining output were tossed out entirely
in favor of two new separate systems that focused on shield transporting and logistics
drones respectively.'
launchers: 1
lows: 5
mass: 11110000
maxlockedtargets: 8
maxvelocity: 260
mediums: 5
powergrid: 375
quote: A mark for your clan, a word that means more than family.
quote_attribution: Line spoken during a Voluval ritual
reqskills: '* {{RequiredSkill|Minmatar Cruiser|I}}
** {{RequiredSkill|Spaceship Command|II}}
** {{RequiredSkill|Minmatar Destroyer|III}}
*** {{RequiredSkill|Minmatar Frigate|III}}
**** {{RequiredSkill|Spaceship Command|I}}'
scanres: 315
sensortype: LADAR
sensorvalue: 12
shieldem: 0
shieldexp: 50
shieldhp: 1400
shieldkin: 40
shieldtherm: 20
shipid: 631
shipimg: Scythe.jpg
shipname: Scythe
sigradius: 75
structurehp: 1300
targetrange: 52.5
tech: ''
totaltraintime: 191530
turrets: 2
variations: '{{Ship|Scimitar}},{{Ship|Scythe Fleet Issue}}'
volume: 89000
warpspeed: 4
warptime: 8.78
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Scythe
title: Scythe
type_id: 631
validation_score: 1.0
---
<img src="/631.png" alt="Scythe" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Scythe is a Tech 1 logistics cruiser, with bonuses to shield repair. It is designed to support 3 medium shield transporters and a shield tank while remaining capacitor-stable. Achieving all of these things can be a challenge for pilots with limited skills.
Like its smaller counterpart the Burst, the Scythe offers pilots a good way to try out flying in the logistics role. The same player (not character) skills of organization, quick reactions and steadiness under fire are used in piloting the Scythe's more powerful T2 equivalent, the Scimitar.
## Skills
Further information about additional or recommended skills to pilot Scythe for a specific or its common role(s) can be written here.
## Tactics
With decent character skills, the Scythe can run cap-stable, supporting its fleetmates successfully without capacitor transfer from other logistics ships. This makes it a more convenient ship for fast-response fleets scrambling to form up quickly to defend a system or leap on a target of opportunity, when there is less time to organize a "chain" of mutual capacitor transfers. This fast "grab-and-launch" quality synergizes well with shield logistics, as the fits used for fast-moving gangs often have buffer shield tanks.
The Scythe's capacitor-independent nature does not make it a solo logistics ship. Scythe pilots should work as a team to save ships and to keep each other alive. Depending on the size and type of fleet, logistics ships will be coordinated using watchlists and/or broadcasts and/or a logistics squad commander who will call out logistics targets.
Further reading:
Logistics
Logistics (CORE class)
## Notes
You can add notes here.
## Patch History

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@@ -1,140 +0,0 @@
---
esi_data:
fitting_stats:
cpu_output: 340
high_slots: 6
low_slots: 4
med_slots: 4
powergrid_output: 715
rig_slots: 3
group: Cruiser
hull_stats:
hp_armor: 1300
hp_shield: 1600
hp_structure: 1300
name: Stabber
race: Unknown
skill_requirements:
- level: 1
skill_id: 3333
type_id: 622
velocity: 290
image: /622.png
last_updated: '2026-04-19T17:40:21.905119'
source: eve-university
source_stats:
armorem: 60
armorexp: 10
armorhp: 1300
armorkin: 25
armortherm: 35
bandwidth: 25
bonuses: 7.51
capacitor: 1200
cargohold: 420
class: Cruiser
cpu: 340
dronebay: 25
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Minmatar Republic
forumlinks: ''
grouping: Standard Cruisers
highlights1: ''
highlights2: ''
highlights3: ''
highlights4: ''
highs: 6
hulltype: Stabber Class
inertia: 0.5
info: The Stabber is the mainstay of the Minmatar fleet. It is light and extremely
fast, yet surprisingly powerful, with a wide variety of weapons. It is one of
few Minmatar vessels that have reached popularity outside Minmatar space.
launchers: 2
lows: 4
mass: 11400000
maxlockedtargets: 5
maxvelocity: 290
mediums: 4
powergrid: 715
quote: Inertia is a prison space has freed us from.
quote_attribution: CEO Egar Aldinold
reqskills: '*{{RequiredSkill|Minmatar Cruiser|I}}
** {{RequiredSkill|Spaceship Command|II}}
** {{RequiredSkill|Minmatar Destroyer|III}}
*** {{RequiredSkill|Minmatar Frigate|III}}
**** {{RequiredSkill|Spaceship Command|I}}'
scanres: 320
sensortype: LADAR
sensorvalue: 13
shieldem: 0
shieldexp: 50
shieldhp: 1600
shieldkin: 40
shieldtherm: 20
shipid: 622
shipimg: Stabber.jpg
shipname: Stabber
sigradius: 100
structurehp: 1300
targetrange: 47.5
tech: ''
totaltraintime: 191530
turrets: 4
variations: '{{Ship|Vagabond}},{{Ship|Stabber Fleet Issue}}'
volume: 80000
warpspeed: 4
warptime: 7.9
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Stabber
title: Stabber
type_id: 622
validation_score: 1.0
---
<img src="/622.png" alt="Stabber" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Stabber is the fastest T1 cruiser, with a bonus that significantly boosts the range of projectile weapons. This is a good ship for pilots interested in "speed tanking" and/or in kiting tactics.
In PvP fleets the Stabber can be fitted as a large tackler or an anti-frigate, anti-destroyer platform, or as mobile DPS. For solo and small-gang PvP the Stabber can be fitted to kite around the edge of warp disruption range, outrunning and outranging anything it can't out-damage.
A competently-piloted Stabber can cope with light PvE, such as Level 2 combat missions, but the Rupture is more durable and is likely to be a more optimal and forgiving choice for PvE.
## Skills
As a T1 combat cruiser, the Stabber is a relatively non-specialized ship which benefits from the same broad set of support skills that help with most ships; Minmatar Cruiser and skills relevant to projectile turrets will obviously have a big influence on its abilities.
When flown in PvP fitted for its archetypal kiting role, though, some skills will synergize particularly well with the ship:
Navigation skills help the Stabber dictate range on its opponents:
Navigation: 5% faster sub-warp speed per level
Acceleration Control: 5% bonus to the speed increase from afterburners and MWDs per level
Evasive Maneuvering: 5% bonus to agility per level
Spaceship Command: 2% bonus to agility per level
Most gunnery skills help the Stabber, but two things are especially relevant:
Trajectory Analysis: 5% bonus per level to falloff; falloff is the Stabber's great strength and more of it is good
The necessary skills to fit T2 medium autocannon. Only T2 autocannon can load the Barrage M ammunition which adds even more falloff. T2 autocannon are not necessary to begin flying the Stabber, but they are a good medium-term goal for a pilot flying it in PvP, and they will be useful on many other Minmatar ships.
T1 cruisers are also the point at which most growing pilots begin to fly ships which can launch a full flight of five drones; the Stabber is one such ship, and pilots beginning to fly cruisers will want to get to Drones IV or (better) V fairly quickly. Five light drones add extra mobile and precise DPS to the ship and are useful for dealing with frigates and enemy drones.
## Tactics
Compared to its sibling the Rupture, the Stabber trades out some durability and one projectile DPS bonus in return for a higher base speed and an unusual bonus to projectile turret falloff. The falloff bonus pushes the falloff range on 425mm autocannon out to about 26km with close-range ammo when a pilot has Minmatar Cruiser V. T2 425mm autocannon loaded with the special T2 ammo Barrage can achieve a falloff of about 40km; with short-range ammo loaded, they can reach out to the edge of warp disruption range. The practical upshot of this combination of range and speed is that an autocannon-fit Stabber can kite effectively at the edge of warp disruptor range (24km); it doesn't have the highest on-paper DPS, but—especially with Barrage—it can apply meaningful DPS at a range where other ships with medium-sized close-range weapons will struggle. Since it has autocannon, the kiting Stabber can easily switch to short-range, high-damage ammo to close in on frigates and destroyers, or to fly in "under the guns" of larger opponents with larger, slow-tracking weapons.
Alongside autocannon, a typical kiting Stabber mounts a light shield buffer tank, a long point, a MWD, and some combination of modules to enhance speed, agility, range, and damage in the low slots. Flying one can provide some practice in kiting and manual piloting, skills which transfer well to more powerful (and more expensive) versions of the same archetype, the Vagabond and the Cynabal. The Stabber can also be fitted counter-intuitively to brawl with a warp scrambler; it lacks the Rupture's projectile DPS potential, but can surprise enemies who think of it as a fragile kiting ship. With excellent fitting skills, Dual 180mm Autocannon, and some fitting modules, the Stabber can even fit an X-Large Ancillary Shield Booster for a shocking burst active tank. The spare high slots are usually filled with either capacitor warfare modules, or missile launchers.
The Stabber also sees niche use, fitted with an oversized afterburner, as an ideal cheap, fast ship for stealing from ESS banks in sovereign nullsec.
## Notes
You can add notes here.
## Patch History

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@@ -1,16 +0,0 @@
---
is_meta: true
last_updated: '2026-04-19T18:08:16.327673'
nav_order: 0
source: generator
title: Ships Minmatar Destroyers
---
# Ships Minmatar Destroyers
## Summary
Landing page for Ships Minmatar Destroyers. Browse sub-categories and related pages.
## Pages
- [Talwar](/ships/minmatar/destroyers/talwar)
- [Thrasher](/ships/minmatar/destroyers/thrasher)

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@@ -1,119 +0,0 @@
---
esi_data:
fitting_stats:
cpu_output: 200
high_slots: 7
low_slots: 3
med_slots: 3
powergrid_output: 51
rig_slots: 3
group: Destroyer
hull_stats:
hp_armor: 800
hp_shield: 850
hp_structure: 800
name: Talwar
race: Unknown
skill_requirements:
- level: 1
skill_id: 33094
type_id: 32878
velocity: 255
image: /32878.png
last_updated: '2026-04-19T17:42:05.975243'
source: eve-university
source_stats:
armorem: 60
armorexp: 10
armorhp: 800
armorkin: 25
armortherm: 35
bandwidth: ''
bonuses: 51550
capacitor: 450
cargohold: 400
class: Destroyer
cpu: 200
dronebay: ''
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Minmatar Republic
forumlinks: ''
grouping: Standard Destroyers
highlights1: High Amount of High Slots
highlights2: ''
highlights3: ''
highlights4: ''
highs: 7
hulltype: Talwar Class
inertia: 2.9
info: 'The Talwar is redolent of the renowned Minmatar practicality in terms of
battle. Irrespective of numbers, firepower and circumstances, their strategy when
engaged in combat often revolves around the same central tenet: Stay untouchable
as much as you can, either by sneaking around or rushing in, do as much damage
as fast as you can, and get out before you get killed.<br><br>As such, the Talwar
does not come equipped to hang around forever on the battlefield. It is built
to rush around at speed without getting caught, and to hit very hard and very,
very fast.'
launchers: 7
lows: 3
mass: 1650000
maxlockedtargets: 6
maxvelocity: 255
mediums: 3
powergrid: 51
quote: The thinnest blades leave the deepest wounds.
quote_attribution: From the Wisdoms of Elder Sebiess
reqskills: '*{{RequiredSkill|Minmatar Destroyer|I}}
** {{RequiredSkill|Minmatar Frigate|III}}
*** {{RequiredSkill|Spaceship Command|I}}'
scanres: 550
sensortype: LADAR
sensorvalue: 9
shieldem: 0
shieldexp: 50
shieldhp: 850
shieldkin: 40
shieldtherm: 20
shipid: 32878
shipimg: Talwar.jpg
shipname: Talwar
sigradius: 60
structurehp: 800
targetrange: 36.0
tech: ''
totaltraintime: 91820
turrets: 0
variations: <i>{{Ship|Bifrost}}</i>
volume: 43000
warpspeed: 4.5
warptime: 6.63
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Talwar
title: Talwar
type_id: 32878
validation_score: 1.0
---
<img src="/32878.png" alt="Talwar" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Talwar uses rockets or light missiles to fight smaller craft like Frigates or other Destroyers. Due to its unique bonus amongst Destroyers reducing the signature radius bloom of MicroWarp Drives it is the fastest Destroyer available and able to reach such speeds without increasing its own signature radius significantly.
## Skills
Due to its short range and the ship heavily relying on speed, acquiring a good level of knowledge in Navigation skills can improve the ship's performance significantly. Missiles skills can increase the ship's damage output and range even more.
## Tactics
As with all destroyers, the Talwar carries a great deal of firepower and very little tank. Unusually, it has a bonus to microwarpdrive signature bloom which, combined with its role bonus to missile range, makes it an excellent kiter, using range and speed to make up for a lack of tank. Fits vary in their emphasis on range as a defense, with some committing fully to range (and sometimes e-war) for defense and others mounting a small tank. Getting the most out of the ship's long-range capability requires fighting outside of point range; it is common for Talwars to forgo fitting tackle and instead rely on other ships to hold their targets.
Fitting a full rack of light missile launchers can be difficult; Use Compact Light Missile Launchers if you have difficulties.
## Notes
In English, "talwar" (or "tulwar", "talwaar") is used to refer to a type of gently curved single-edged sword common in continental South Asia. In Hindi and numerous related languages, the word is the generic term for any sword.
## Patch History

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@@ -1,132 +0,0 @@
---
esi_data:
fitting_stats:
cpu_output: 170
high_slots: 8
low_slots: 2
med_slots: 3
powergrid_output: 70
rig_slots: 3
group: Destroyer
hull_stats:
hp_armor: 750
hp_shield: 800
hp_structure: 750
name: Thrasher
race: Unknown
skill_requirements:
- level: 1
skill_id: 33094
type_id: 16242
velocity: 270
image: /16242.png
last_updated: '2026-04-19T17:38:43.087714'
source: eve-university
source_stats:
armorem: 60
armorexp: 10
armorhp: 750
armorkin: 25
armortherm: 35
bandwidth: ''
bonuses: 51050
capacitor: 550
cargohold: 400
class: Destroyer
cpu: 170
dronebay: ''
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Minmatar Republic
forumlinks: ''
grouping: Standard Destroyers
highlights1: High Amount of High Slots
highlights2: ''
highlights3: ''
highlights4: ''
highs: 8
hulltype: Thrasher Class
inertia: 2.8
info: Engineered as a supplement to its big brother the Cyclone, the Thrasher's
tremendous turret capabilities and advanced tracking computers allow it to protect
its larger counterpart from smaller, faster menaces.
launchers: 1
lows: 2
mass: 1600000
maxlockedtargets: 6
maxvelocity: 270
mediums: 3
powergrid: 70
quote: Send in a cat, rats grow cautious. Send in a lion, no more rats.
quote_attribution: Unknown Republic Fleet pilot
reqskills: '*{{RequiredSkill|Minmatar Destroyer|I}}
** {{RequiredSkill|Minmatar Frigate|III}}
*** {{RequiredSkill|Spaceship Command|I}}'
scanres: 550
sensortype: LADAR
sensorvalue: 9
shieldem: 0
shieldexp: 50
shieldhp: 800
shieldkin: 40
shieldtherm: 20
shipid: 16242
shipimg: Thrasher.jpg
shipname: Thrasher
sigradius: 56
structurehp: 750
targetrange: 27.0
tech: ''
totaltraintime: 91820
turrets: 7
variations: '{{Ship|Thrasher Fleet Issue}}, {{Ship|Sabre}}'
volume: 43000
warpspeed: 4.5
warptime: 6.21
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Thrasher
title: Thrasher
type_id: 16242
validation_score: 1.0
---
<img src="/16242.png" alt="Thrasher" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Thrasher can be an effective anti-frigate platform in PvE: it can power through L1 combat missions faster than the Minmatar Frigates.
Like other destroyers, the Thrasher cannot mount a large buffer tank, and in PvP its combination of cheap cost and many turret slots makes it useful in doctrines that emphasize speed and high close-range DPS rather than staying on the field for a long time. The same two qualities make it popular for suicide ganking, where it synergizes well with the very high alpha damage of artillery turrets.
The Thrasher's balanced mid and low slot layout makes it more flexible than most destroyers, able to fit some tackle and a small armour tank, or damage enhancement and a shield tank.
## Skills
As a T1 destroyer, the Thrasher is often the first step up out of frigates for pilots training in Minmatar ships. It is quite beginner-friendly, and can be flown effectively for simple PvE combat with only basic projectile turret skills. But destroyers are larger targets than frigates, and can't mount the scale of tank found on T1 cruisers, so the Thrasher is a little less forgiving than smaller ships. The jump from frigate to destroyer is a good moment to consider initial support skills for turrets, navigation, and tanking.
Characters with most relevant skills trained to IV or V can wring startling amounts of DPS out of the Thrasher, and it is sometimes seen in the hands of very experienced pilots.
## Tactics
PvE
The Thrasher is a fantastic Level 1 security mission ship. To speed through missions as quickly as possible, linking the auto-cannons together in a group of 3/2/2 allows the simultaneous and near-instant destruction of 3 frigates at a time. (Note that this split grouping of guns is unorthodox, and should not be used in most other contexts.) An afterburner or micro-warp drive will enable the pilot to quickly and efficiently work their way through getting the standings to move forward to Level 2 security missions.
A salvaging fit for a Thrasher can easily keep up with the wrecks popped from Level 1-3 missions, adding to the ISK from each mission.
The Thrasher is also great if you are starting out in the Abyss. An artillery fit like this one, with decent gunnery and shield skills, can easily clear T0 Electrical Abyss in under 4 minutes, allowing a decent return of ISK.
PvP
Most PvP fits for the Thrasher lean into the ship's strength (its damage output) and simply accept the weak tank as part of flying a destroyer. An autocannon-fit Thrasher can chew through almost any T1 frigate if it can get into close range, and can have a shot at some types of T2 frigate too. Fast, kiting targets can be more troublesome (note how the Thrasher's role bonus to optimal range doesn't help autocannon, which have very little optimal range), though depleted uranium or titanium sabot ammo or (for T2 autocannon) Barrage can help.
A group of Thrashers, or a mixed group of Thrashers and similar DPS-first destroyers can pose a serious threat to much larger ships, though they lack the tank for a sustained battle.
An artillery fit with sensor boosters can be a very cost-effective low-security gatecamp platform. The standard usage is to fire a single volley and then immediately warp off to avoid gate guns, which the Thrasher cannot tank.
## Notes
You can add notes here.
## Patch History

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@@ -1,20 +0,0 @@
---
is_meta: true
last_updated: '2026-04-19T18:08:16.327786'
nav_order: 0
source: generator
title: Ships Minmatar Frigates
---
# Ships Minmatar Frigates
## Summary
Landing page for Ships Minmatar Frigates. Browse sub-categories and related pages.
## Pages
- [Breacher](/ships/minmatar/frigates/breacher)
- [Burst](/ships/minmatar/frigates/burst)
- [Probe](/ships/minmatar/frigates/probe)
- [Rifter](/ships/minmatar/frigates/rifter)
- [Slasher](/ships/minmatar/frigates/slasher)
- [Vigil](/ships/minmatar/frigates/vigil)

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@@ -1,112 +0,0 @@
---
esi_data:
fitting_stats:
cpu_output: 180
high_slots: 3
low_slots: 3
med_slots: 4
powergrid_output: 37
rig_slots: 3
group: Frigate
hull_stats:
hp_armor: 350
hp_shield: 500
hp_structure: 350
name: Breacher
race: Unknown
skill_requirements:
- level: 1
skill_id: 3329
type_id: 598
velocity: 365
image: /598.png
last_updated: '2026-04-19T17:48:29.181053'
source: eve-university
source_stats:
armorem: 60
armorexp: 10
armorhp: 350
armorkin: 25
armortherm: 35
bandwidth: 10
bonuses: 57.5
capacitor: 300
cargohold: 175
class: Frigate
cpu: 180
dronebay: 10
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Minmatar Republic
forumlinks: ''
grouping: Standard Frigates
highlights1: ''
highlights2: ''
highlights3: ''
highlights4: ''
highs: 3
hulltype: Breacher Class
inertia: 3.1
info: The Breacher's structure is little more than a fragile scrapheap, but the
ship's missile launcher hardpoints and superior sensors have placed it among the
most valued Minmatar frigates when it comes to long range combat.
launchers: 3
lows: 3
mass: 1087000
maxlockedtargets: 4
maxvelocity: 365
mediums: 4
powergrid: 37
quote: Take the edge, claim victory.
quote_attribution: Boundless Creation marketing division
reqskills: '*{{RequiredSkill|Minmatar Frigate|I}}
** {{RequiredSkill|Spaceship Command|I}}'
scanres: 650
sensortype: LADAR
sensorvalue: 8
shieldem: 0
shieldexp: 50
shieldhp: 500
shieldkin: 40
shieldtherm: 20
shipid: 598
shipimg: Breacher.jpg
shipname: Breacher
sigradius: 36
structurehp: 350
targetrange: 35.0
tech: ''
totaltraintime: 250
turrets: 0
variations: '{{Ship|Hound}}'
volume: 20000
warpspeed: 5
warptime: 4.79
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Breacher
title: Breacher
type_id: 598
validation_score: 1.0
---
<img src="/598.png" alt="Breacher" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
'The Breacher is a Minmatar Combat Frigate. It is an exceptional frigate for solo PvP, and is very commonly used in low-security faction warfare combat sites. The Breachers speed and agility allow it to effectively dictate range from targets, while its bonus to shield boosters help it survive while taking hits at that range. The Breacher can also be used as a “second tackle” frigate in fleets, following up the initial tackler by applying a warp scrambler (“scram”) and stasis webifier (“web”) to targets. Overall, the Breacher is a versatile, general combat ship, especially for new Minmatar pilots.
The Breacher is an excellent platform for learning about PvP, and especially solo and small-gang PvP in low-sec space. The ship is frequently fit as a scram-kiter, with the scram and web modules used to keep frigate opponents 8 km away while the pilot pounds them with bonused rockets. The Breacher can also be fit with missiles and flown as a long-range kiter, especially in PvE, though it is not as fast as the Caldari Kestrel or other faction frigates in this role. Like most Minmatar ships, the Breacher is typically fit with a shield tank. It is not uncommon to find the Breacher fit with an ancillary armor repairer as well, in a dual-tanked configuration.
## Skills
No suggested skills available.
## Tactics
No sub-article about Breacher roles or piloting tactics. You can write them here.
## Notes
You can add notes here.
## Patch History

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@@ -1,129 +0,0 @@
---
esi_data:
fitting_stats:
cpu_output: 190
high_slots: 3
low_slots: 3
med_slots: 3
powergrid_output: 40
rig_slots: 3
group: Frigate
hull_stats:
hp_armor: 250
hp_shield: 400
hp_structure: 290
name: Burst
race: Unknown
skill_requirements:
- level: 1
skill_id: 3329
type_id: 599
velocity: 415
image: /599.png
last_updated: '2026-04-19T17:43:09.266621'
source: eve-university
source_stats:
armorem: 60
armorexp: 10
armorhp: 250
armorkin: 25
armortherm: 35
bandwidth: 5
bonuses: 1010300
capacitor: 560
cargohold: 260
class: Frigate
cpu: 190
dronebay: 5
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Minmatar Republic
forumlinks: ''
grouping: Standard Frigates
highlights1: ''
highlights2: ''
highlights3: ''
highlights4: ''
highs: 3
hulltype: Burst Class
inertia: 3.9
info: In YC114 each major empire faction, having been embroiled in a harrowing,
extensive, long-term war, recognized the growing need for support and logistics
functionality in their vessels during the kind of protracted interstellar warfare
that might otherwise prove exhausting for its participants. In the Minmatar Republic,
this led to the redesign and redeployment of the Burst.<br><br>The Burst had been
a small and fast cargo vessel. This all changed after the redesign, when the Burst
found its small-time mining capabilities curtailed in lieu of logistics systems
that moved its focus to shield support for friendly vessels.
launchers: 0
lows: 3
mass: 1420000
maxlockedtargets: 7
maxvelocity: 415
mediums: 3
powergrid: 40
quote: It is who we stand with that defines us, not who we stand against.
quote_attribution: Sebiestor Anur-Chief Karin Midular
reqskills: '*{{RequiredSkill|Minmatar Frigate|I}}
** {{RequiredSkill|Spaceship Command|I}}'
scanres: 925
sensortype: LADAR
sensorvalue: 9
shieldem: 0
shieldexp: 50
shieldhp: 400
shieldkin: 40
shieldtherm: 20
shipid: 599
shipimg: Burst.jpg
shipname: Burst
sigradius: 33
structurehp: 290
targetrange: 34.0
tech: ''
totaltraintime: 250
turrets: 2
variations: '{{Ship|Scalpel}}'
volume: 17100
warpspeed: 5
warptime: 7.68
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Burst
title: Burst
type_id: 599
validation_score: 1.0
---
<img src="/599.png" alt="Burst" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Burst is the Minmatar Logistics Frigate; Burst pilots repair their fleetmates ships during battle. The Burst is bonused for remote shield boosting, which matches the Minmatar racial focus on shield tanking. The ships bonuses to remote shield booster amount, activation, and range make the underwhelming base stats of small remote shield boosters practically useful. Flying the Burst is a great first step in learning about Logistics. Burst pilots often go on train into heavier Tech I logistics cruisers (such as the Minmatar Scythe), and then Tech II logistics ships (including the Scalpel and Scimitar). But the Burst is also effective all on its own, especially as a component of frigate or destroyer gangs, where speed is key.
One defining challenge of flying Tech I logistics frigates in general, and the Burst in particular, is sustaining enough capacitor to run the ship. Remote repair modules are extremely cap-intensive, so the Burst is typically fit to boost available capacitor—with capacitor power relays in low slots, capacitor control circuit rigs, and, if necessary, “Enduring” remote shield boosters (which consume less cap). Training character skills that increase capacitor will also help. It might seem that fitting the Burst with an afterburner instead of a microwarpdrive (MWD) could spare some capacitor. But the Burst needs to keep up with its small-ship fleetmates in order to repair them, so it usually needs an MWD. Pilots fitting the Burst should use the in-game fitting simulation window, or an out-of-game tool like Pyfa, to match any fit to their specific skills and to gauge the ships cap stability. (This also means you may need to swap out modules on any pre-fit Burst hulls that you purchase on corp contracts, to make them work with your skills.)
Compared to the Caldari Bantam—the other Tech I shield logistics frigate—the Burst is much faster, but has less tank and less native capacitor. This makes the Burst and Bantam rough equals, but Omega characters may be asked to cross-train into the Caldari frigate for specific doctrines.
## Skills
Shield Emission Systems I
Energy Grid Upgrades II
Shield Upgrades I
Afterburner I
Hull Upgrades I
## Tactics
New Burst pilots should read the Tactics section of the UniWikis Logistics article, and attend a Logistics (CORE class); these will provide some details on how to fly logistics frigates. Some tips on flying the Burst:
Watch your capacitor, and activate modules only when needed. As explained above, you may not have enough capacitor to run every module, all the time. When you first land at an engagement, youll need to use your MWD to position yourself relative to the fleet. But then, once you are in position, you wont need your MWD any more. Remember to turn it off!
Likewise, as your fleetmates start to take damage, its easy to overreact by activating all three repairers at once. Instead, try to activate them gradually, one by one, to see if you can spare capacitor by running just one or two. And if you need to switch targets—say, because the enemy fleet has changed their primary—again, switch gradually.
Stay moving, behind your fleetmates. One advantage of the Burst is its small signature radius, which makes the ship difficult to hit. But this is only an advantage if you arent sitting still, so always be moving. Given this, you might be tempted to right-click your repair target and “Orbit at…” your optimal range. Keep in mind, though, that this will sometimes send your fragile frigate closer to the enemy than the damage dealers. Better, instead, to manually fly in a ring orbit behind the fleet, so that you keep range and stay out of the action.
## Notes
You can add notes here.
## Patch History

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---
esi_data:
fitting_stats:
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name: Probe
race: Unknown
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velocity: 360
image: /586.png
last_updated: '2026-04-19T17:40:00.583294'
source: eve-university
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info: The Probe is large compared to most Minmatar frigates and is considered a
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outer coating makes it difficult to destroy, while the limited weapon hardpoints
force it to rely on drone assistance if engaged in combat.
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quote: Purpose comes not from what you know, but what you will discover next.
quote_attribution: From the Wisdoms of Elder Thuk
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** {{RequiredSkill|Spaceship Command|I}}'
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source_url: https://wiki.eveuniversity.org/Probe
title: Probe
type_id: 586
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---
<img src="/586.png" alt="Probe" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Probe is the Minmatar Exploration Frigate. Like all Tech I exploration frigates, the Probe receives skill-dependent bonuses to scanner probe strength. The Probe excels at locating cosmic signatures in all security levels of space. The Probe also receives a role bonus (independent of pilot skill level) to relic and data analyzer virus strength, which helps the Probe pilot crack exploration sites. With these two bonuses, the Probe is a strong starter frigate for Minmatar pilots interested in Exploration. And while Probe pilots eventually skill into Tech II Covert Ops exploration ships (like the Cheetah), there isnt much exploration content that the Probe cant complete.
The Probe has four mid slots available for exploration and propulsion modules. Like any exploration frigate, the Probes mids are usually fit with a microwarpdrive and a data and relic analyzer, which leaves one slot free for an additional assistance module—typically a Scan Rangefinding Array. (You might be tempted to put a shield extender here for defense, but a tackled explorer is a dead explorer, and shield extenders make you easier to tackle by increasing signature radius.) Low slots are best fit with inertial stabilizers and/or a warp stabilizer for faster escapes. Keep in mind that warp stabilizers reduce lock range and speed; having more than one makes locking exploration sites uncomfortably slow.
The exploration Probe is also commonly fitted with a Compact or Improved Cloaking Device, so that the ship can cloak while probing signatures in unsafe space. The Probe cannot, however, fit a Covert Ops Cloaking Device. So, when cloaked, it cannot warp and suffers a significant penalty to speed.
Tech I exploration frigates have the largest cargo capacity of any frigate. This makes the Probe a speedy freight courier and distribution mission runner. By fitting the ship with expanded cargohold modules and cargohold optimization rigs, it is possible to build a Probe that can carry over 1200 m3 of cargo. Or, by exchanging some of these for warp stabs, the Probe can be made into a low-sec courier that can evade insta-pointing gate camps.
The Probe can be fit for combat probing, by using an Expanded Probe Launcher in place of the standard Core Probe Launcher. However, combat probing requires considerably greater in-game and pilot skill than site probing. Successful combat probers need to be able to locate targets in a single quick scan, or at most two. Pilots that have the Astrometrics skill levels required to do this, and have the experience necessary to use D-Scan intelligence to pinpoint those targets before scanning, are typically already trained into Covert Ops frigates anyway.
## Skills
While it is possible to explore with very minimal skills, having at least Astrometrics III, Astrometric Rangefinding II, Archaeology II, and Hacking II will make exploring much more enjoyable. Power Grid Management III and Jury Rigging I will help with getting a basic functional fit. The author does not recommend a serious attempt at exploration without these minimum skills. Also, keep in mind that training the racial frigate skill will significantly improve your probe scanning strength.
## Tactics
New exploration Probe pilots should read the UniWiki guides to Exploration and Bookmarks, as well as attend Bookmarks (CORE class) and Exploration (CORE class), to learn tips and tricks from veteran explorers.
## Notes
You can add notes here.
## Patch History

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---
esi_data:
fitting_stats:
cpu_output: 130
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low_slots: 4
med_slots: 3
powergrid_output: 41
rig_slots: 3
group: Frigate
hull_stats:
hp_armor: 450
hp_shield: 450
hp_structure: 350
name: Rifter
race: Unknown
skill_requirements:
- level: 1
skill_id: 3329
type_id: 587
velocity: 365
image: /587.png
last_updated: '2026-04-19T17:50:31.929777'
source: eve-university
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hulltype: Rifter Class
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info: The Rifter is a very powerful combat frigate and can easily tackle the best
frigates out there. It has gone through many radical design phases since its inauguration
during the Minmatar Rebellion. The Rifter has a wide variety of offensive capabilities,
making it an unpredictable and deadly adversary.
launchers: 2
lows: 4
mass: 1067000
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quote: Our pride, our liberation, our legacy.
quote_attribution: Unknown citizen recalling the first Rifters above Matar
reqskills: '*{{RequiredSkill|Minmatar Frigate|I}}
** {{RequiredSkill|Spaceship Command|I}}'
scanres: 660
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wikireferences: ''
source_url: https://wiki.eveuniversity.org/Rifter
title: Rifter
type_id: 587
validation_score: 1.0
---
<img src="/587.png" alt="Rifter" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Rifter is the primary Minmatar damage-dealing frigate. For tackling, a Slasher is a safer bet, as it has tackling bonuses.
## Skills
As a basic Tech 1 frigate, the Rifter is a forgiving and undemanding ship. New pilots will get more out of it, though, if they train at least a few levels of relevant gunnery skills to back up its bonuses for projectile turrets.
## Tactics
The Rifter is not an outstanding frigate, but it does have a balanced 3/3/4 slot layout, which allows pilots some tactical flexibility.
PvE
With no need to tackle the kind of enemies faced in new-player PvE combat and Level 1 missions, Rifter pilots can try mounting a small shield tank and putting a Damage Control and Gyrostabilizers (for more damage) in the low slots. The Rifter is a perfectly good ship for most or all Level 1 mission work, but pilots will probably soon move on from the Rifter to the Thrasher and then (for Level 2 missions) the Rupture.
PvP
The Rifter sees some use in small-scale Faction Warfare battles. With its speed and its falloff bonus (and especially with T2 autocannon, which can use the falloff-boosting Barrage ammo), the Rifter can try to kite at the edge of warp scrambler range. Artillery fits are a squeeze, but can attempt kiting beyond scram range and within point range.
In PvP fleets, the Rifter is not a bad choice for a new Minmatar character who wants to bring some small-sized DPS to the table, but it is worth checking with your FC whether or not a tackling Slasher might offer more utility to the fleet.
## Notes
For more than a decade of Eve Online's history, the Rifter was the best of all Tech 1 frigates, highly popular for solo PvP and for cheap, low-SP "swarm" fleets. It was regarded as "EVE's AK-47": an affordable and reliable weapon wielded by many. This popularity, and perhaps its iconic silhouette when seen from above, gave it pride of place in publicity material and player memes.
Since a major frigate rebalancing in the middle of the 2010s, the Rifter has become a significantly weaker ship, and one seen much less often in PvP. Its iconic silhouette is still used in game for the fitting window icon and the cargo hold button within the Fitting window, however, and outside the game itself a picture of the Rifter is used as the icon for the popular third-party fitting tool PYFA.
More recently, the 2022 Uprising expansion has attempted to breathe new life into the Rifter with an increase to its firerate with small projectile turrets.
## Patch History

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---
esi_data:
fitting_stats:
cpu_output: 140
high_slots: 4
low_slots: 2
med_slots: 4
powergrid_output: 36
rig_slots: 3
group: Frigate
hull_stats:
hp_armor: 300
hp_shield: 350
hp_structure: 300
name: Slasher
race: Unknown
skill_requirements:
- level: 1
skill_id: 3329
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velocity: 430
image: /585.png
last_updated: '2026-04-19T17:38:59.531855'
source: eve-university
source_stats:
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faction: Minmatar Republic
forumlinks: ''
grouping: Standard Frigates
highlights1: ''
highlights2: ''
highlights3: ''
highlights4: ''
highs: 4
hulltype: Slasher Class
inertia: 2.83
info: The Slasher is cheap, but versatile. It's been manufactured en masse, making
it one of the most common vessels in Minmatar space. The Slasher is extremely
fast, with decent armaments, and is popular amongst budding pirates and smugglers.
launchers: 0
lows: 2
mass: 1075000
maxlockedtargets: 4
maxvelocity: 430
mediums: 4
powergrid: 36
quote: Move fast, strike true.
quote_attribution: Thukker pilot motto
race: Minmatar
reqskills: 168
scanres: 940
sensortype: LADAR
sensorvalue: 7
shieldem: 0
shieldexp: 50
shieldhp: 350
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targetrange: 22.5
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volume: 17400
warpspeed: 5
warptime: 4.22
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Slasher
title: Slasher
type_id: 585
validation_score: 1.0
---
<img src="/585.png" alt="Slasher" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Slasher is the Minmatar Attack Frigate. The Slasher's extraordinary speed, agility, and bonus to propulsion jamming modules (warp disruptors, warp scramblers and stasis webifiers) make it an excellent tackle frigate. The ships four mid slots allow it to be fit with more than one propulsion jammer, or a variety of other support modules, making the Slasher tricky to predict and counter. The Slasher also has bonuses to projectile weapons, though Slasher tacklers are sometimes too far from their targets to apply much damage with them. The Slasher is the most versatile of the four racial Attack Frigates, and can be flown in a number of different ways. But the job of a Slasher pilot is typically the same as that of any tackler: to pin down an enemy and stay alive long enough for fleetmates to arrive and deliver the punch.
The Slashers versatility makes it an excellent hull for new pilots learning different approaches to tackling and scouting. Flying the Slasher provides great practice for eventually flying fleet interceptors (such as the Stiletto), which are more commonly used as fleet scouts and first tacklers. Nevertheless, even though the Tech I Slasher isn't quite as effective as a Tech II Interceptor, it can still serve as an amazing long-point tackle ship. E-UNI Slasher pilots are strongly advised to read the UniWiki guide to tackling.
The Slasher has relatively low base HP, which is evenly spread between hull, armor and shield. As a result, the Slasher is difficult to tank, and is the flimsiest of the four racial Attack Frigates after fitting. The ship makes up for its poor tank with a low signature radius and high speed, which makes the Slasher tough to hit. Like other tackle frigates, the tackle Slasher is typically equipped with a microwarpdrive and a warp disruptor (“point”) in two of its mid slots. But the other two mids can be fit with a variety of different modules—a shield extender, a warp scrambler (“scram”), a stasis webifier (“web”), a signal amplifier for fast lock time, or even a tracking or guidance disruptor to mitigate enemy damage. Different fits require different tactics, some of which are described in the Tactics section below. In the end, Slasher pilots are encouraged to try out different layouts, and experience first-hand how their choices affect the way the ship flies.
Some inherent limitations make the Slasher less effective as a damage dealer, PvE, or solo PvP ship. The Slasher receives bonuses to projectile damage and tracking, but the short range of small projectiles means that the ship must fly close to an enemy to apply damage. This puts the Slasher within range of an opponents scram, web, and neuts, which spell danger for the nimble Slasher. The Slasher can avoid this by kiting the enemy, if it is fit with longer-range small artillery, but the damage output of artillery is lower. Minmatar characters interested in a PvE frigate may be better off flying one of the two Minmatar Combat Frigates (the Breacher or Rifter). And Minmatar PvP pilots might wait to skill into the Republic Fleet Firetail, which is an exceptional PvP ship.
## Tactics
Fleet Slasher pilots should read the UniWiki articles on Scouting and Tackling; these provide details on how to serve as the fleet vanguard, and how to approach and point a target once it is on grid. Some tips on flying the tackle Slasher:
Choose your targets wisely. The Slasher is especially effective against large ships, because they have trouble tracking the Slasher with their larger weapons systems. Slasher pilots can make a bid on any ship that is battlecruiser-sized and larger, on most cruisers, and even some destroyers. Anti-tackle faction cruisers, Tech III destroyers, and enemy frigates, on the other hand, will still outrun the rest of your fleet if they are fit for speed, even if you stay with and point them. If you have fitted a scram or web in addition to your point, you can tackle these speedier targets. But, be prepared to take some damage--ships like these are typically fit to hit tackle frigates like yours.
Keep an appropriate distance. If you are only fit with a warp disruptor, check its optimal range, and subtract 4 km from that number; this is the distance at which youll want to orbit your target. (This gives you 4 km of wiggle room.) If you stray too far below this distance, you will be within range of your opponents shorter-range scram, web and/or neuts. You can set your ships custom default orbit by right-clicking on the Orbit button in the Selected Item window; you should set your default 2 km less than the number you calculated above, because of overshoot at high speeds.
If you are fit with a scram, and you want to use it on your target, set your orbit to 500 meters and shut off your microwarpdrive (MWD) once you get within ~10 km of your target. This will allow your ship to quickly achieve a stable orbit at extremely close range to hopefully get under and stay under enemy guns. If you turn your MWD off too late you will 'yo-yo' on the target and potentially lose your scram. Leaving your MWD on drains capacitor unnecessarily, makes it much easier for other ships to shoot you (due to the signature bloom of an active MWD), and may force you into an elliptical orbit that pushes you outside of scram range.
Spiral in. Because the Slasher is poorly tanked, the Slasher pilot needs to avoid getting hit on approach. If the target is a turret ship, one way to avoid damage is to "spiral" towards the target, and to never fly directly at the target, in order to maximize transversal (and thus evade the tracking of the target's guns). The spiraling method does not help against opponents flying missile or drone ships, though, and Slasher pilots should just fly straight at these targets.
Anticipate your opponent. Try and determine your opponents direction of flight, and cut them off. Your opponent may try to "slingshot" you by flying towards you, and making you overshoot the target. Be ready to change directions quickly.
Call your point in comms. Let your fleetmates know when they should warp to you!
## Notes
The Slasher has highest base speed and lowest signature of all T1 tackle friagtes.
The Slasher seem to be loosely based around a X-wing, having the same wing folding mechanism, general layout and number of engines.
## Patch History

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@@ -1,111 +0,0 @@
---
esi_data:
fitting_stats:
cpu_output: 225
high_slots: 2
low_slots: 2
med_slots: 5
powergrid_output: 26
rig_slots: 3
group: Frigate
hull_stats:
hp_armor: 300
hp_shield: 350
hp_structure: 300
name: Vigil
race: Unknown
skill_requirements:
- level: 1
skill_id: 3329
type_id: 3766
velocity: 410
image: /3766.png
last_updated: '2026-04-19T17:41:56.753153'
source: eve-university
source_stats:
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info: The Vigil is an unusual Minmatar ship, serving both as a long range scout
as well as an electronic warfare platform. It is fast and agile, allowing it to
keep the distance needed to avoid enemy fire while making use of jammers or other
electronic gadgets.
launchers: 2
lows: 2
mass: 1080000
maxlockedtargets: 6
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quote: Vigilance today means another sunrise tomorrow.
quote_attribution: Grand Admiral Kasora Neko
reqskills: '*{{RequiredSkill|Minmatar Frigate|I}}
** {{RequiredSkill|Spaceship Command|I}}'
scanres: 560
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targetrange: 65.0
tech: ''
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variations: '{{Ship|Vigil Fleet Issue}}, {{Ship|Hyena}}'
volume: 17400
warpspeed: 5
warptime: 4.82
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Vigil
title: Vigil
type_id: 3766
validation_score: 1.0
---
<img src="/3766.png" alt="Vigil" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Vigil is the Minmatar EWAR frigate. It has bonuses to target painting effectiveness and range.
Target painting can be situationally useful when damage-dealing ships need help to apply their damage to elusive targets. However, due to stacking penalties on target painters' effects, fleets of any size usually only need a few target-painting ships.
## Tactics
Like other small and fragile electronic warfare ships, the Vigil is often best-served by "bouncing" away from the fight and back when targeted. Vigil pilots can fight while pre-aligned to a nearby celestial and warp out as soon as they are locked up or start taking damage, and then warp back in to continue applying their painters.
## Notes
You can add notes here.
## Patch History

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---
is_meta: true
last_updated: '2026-04-19T18:08:16.327712'
nav_order: 0
source: generator
title: Ships Minmatar Interceptors
---
# Ships Minmatar Interceptors
## Summary
Landing page for Ships Minmatar Interceptors. Browse sub-categories and related pages.
## Pages
- [Claw](/ships/minmatar/interceptors/claw)
- [Stiletto](/ships/minmatar/interceptors/stiletto)

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@@ -1,120 +0,0 @@
---
esi_data:
fitting_stats:
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low_slots: 4
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group: Interceptor
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hp_armor: 500
hp_shield: 325
hp_structure: 475
name: Claw
race: Unknown
skill_requirements:
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skill_id: 3329
- level: 1
skill_id: 12092
type_id: 11196
velocity: 480
image: /11196.png
last_updated: '2026-04-19T17:43:25.813450'
source: eve-university
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class: Interceptor
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faction: Minmatar Republic
grouping: Interceptors
highlights1: Fast Target Locking Time
highs: 4
hulltype: Slasher Class
inertia: 3.15
info: 'Interceptors utilize a combination of advanced alloys and electronics to
reduce their effective signature radius. This, along with superior maneuverability
and speed, makes them very hard to target and track, particularly for high caliber
turrets. <br><br>Developer: Boundless Creation<br><br>The Boundless Creation ships
are based on the Brutor tribe''s philosophy of warfare: simply fit as much firepower
onto your ship as humanly possible. On the other hand, defense systems and "cheap
tricks" like electronic warfare have never been a high priority.<br><br>'
launchers: 1
lows: 4
mass: 1100000
maxlockedtargets: 5
maxvelocity: 480
mediums: 2
powergrid: 45
quote: Tooth and claw, we fight for our freedom.
quote_attribution: CEO Egbendik, Skegnagennvallur
reqskills: '*{{RequiredSkill|Minmatar Frigate|V}}
** {{RequiredSkill|Spaceship Command|I}}
* {{RequiredSkill|Interceptors|I}}
** {{RequiredSkill|Spaceship Command|III}}
** {{RequiredSkill|Evasive Maneuvering|V}}
*** {{RequiredSkill|Navigation|II}}'
scanres: 1000
sensortype: LADAR
sensorvalue: 9
shieldem: 10
shieldexp: 50
shieldhp: 325
shieldkin: 40
shieldtherm: 20
shipid: 11196
shipimg: Claw.jpg
shipname: Claw
sigradius: 30
structurehp: 475
targetrange: 22.5
tech: 2
totaltraintime: 23224030
turrets: 3
variations: '{{Ship|Stiletto}},{{Ship|Slasher}}'
volume: 17400
warpspeed: 5
warptime: 4.8
source_url: https://wiki.eveuniversity.org/Claw
title: Claw
type_id: 11196
validation_score: 1.0
---
<img src="/11196.png" alt="Claw" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
Like the Crusader with its 4 highs and 4 lows, the Claw is built for speed and/or damage dealing. It has only 2 mid slots, limiting its ability to tackle. The fitting requirements and poor tracking of artillery mean the Claw is normally fit with autocannons, but as an interceptor it is rather fragile to be used as a brawler unless equipped with an armor plate, which does not play to the Claw's strengths as an interceptor - speed and agility. A kiting fit with a Warp Disruptor and Barrage is possible, but not really the best ship at this role (see Crusader or Slicer).
All in all, while the Claw's mix of high firepower with high speed might appeal, it is a fragile combination. However, if you beef up the tank with a plate you'll probably find a Jaguar or Wolf a better choice for what you're trying to do.
## Skills
Further information about additional or recommended skills to pilot Claw for a specific or its common role(s) can be written here.
## Tactics
No sub-article about Claw roles or piloting tactics. You can write them here.
## Patch History
## Notes
You can write additional notes for Claw here.

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@@ -1,121 +0,0 @@
---
esi_data:
fitting_stats:
cpu_output: 150
high_slots: 3
low_slots: 3
med_slots: 4
powergrid_output: 30
rig_slots: 2
group: Interceptor
hull_stats:
hp_armor: 400
hp_shield: 400
hp_structure: 500
name: Stiletto
race: Unknown
skill_requirements:
- level: 5
skill_id: 3329
- level: 1
skill_id: 12092
type_id: 11198
velocity: 435
image: /11198.png
last_updated: '2026-04-19T17:46:30.572539'
source: eve-university
source_stats:
armorem: 70
armorexp: 10
armorhp: 400
armorkin: 25
armortherm: 35
bandwidth: ''
bonuses: 15557.580801006
capacitor: 250
cargohold: 92
class: Interceptor
cpu: 150
dronebay: ''
externallinks: ''
faction: Minmatar Republic
grouping: Interceptors
highlights1: Fast Target Locking Time
highs: 3
hulltype: Slasher Class
inertia: 3.5
info: Interceptors utilize a combination of advanced alloys and electronics to reduce
their effective signature radius. This, along with superior maneuverability and
speed, makes them very hard to target and track, particularly for high caliber
turrets.
launchers: 1
lows: 3
mass: 1010000
maxlockedtargets: 5
maxvelocity: 435
mediums: 4
powergrid: 30
quote: No matter how far ahead they begin, we will always take the lead.
quote_attribution: Sebiestor Chief Acassa Midular
reqskills: '* {{RequiredSkill|Interceptors|I}}
** {{RequiredSkill|Evasive Maneuvering|V}}
*** {{RequiredSkill|Navigation|II}}
** {{RequiredSkill|Spaceship Command|III}}
* {{RequiredSkill|Minmatar Frigate|V}}
** {{RequiredSkill|Spaceship Command|I}}'
scanres: 970
sensortype: LADAR
sensorvalue: 10
shieldem: 10
shieldexp: 50
shieldhp: 400
shieldkin: 40
shieldtherm: 20
shipid: 11198
shipimg: Stiletto.jpg
shipname: Stiletto
sigradius: 31
structurehp: 500
targetrange: 29.5
tech: 2
totaltraintime: 23224030
turrets: 2
variations: '{{Ship|Slasher}}, {{Ship|Claw}}'
volume: 17400
warpspeed: 5
warptime: 4.9
source_url: https://wiki.eveuniversity.org/Stiletto
title: Stiletto
type_id: 11198
validation_score: 1.0
---
<img src="/11198.png" alt="Stiletto" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Stiletto is a popular interceptor: its 4 mid slots allow for more tackle/utility modules, and/or a basic shield buffer, leading many pilots to prefer it to the Malediction and Ares. It is strictly better than the Crow for the core roles filled by a fleet interceptor due to better speed, better agility, and faster lock time.
## Skills
The Stiletto has tight fitting, so pilots will want high fitting skills, either IVs or Vs. Other core relevant skills include:
Navigation IV/V Increases Speed by 5% per level very handy for catching another ship; short training time (about 4 days) and useful for any ship.
Signature Analysis IV/V Increases targeting speed by 5% (1x, and again about 4 days to V); helps pilots quickly lock and point a target trying to flee.
Propulsion Jamming II/III Reduces capacitor burden of running points, scrams, and webs; allows the T2 versions of these modules at II
Acceleration Control III/IV Boosts MWD/AB speed.
High Speed Maneuvering III/IV Allows T2 MWD at III and for each level decreases the cap burden of running the MWD by 5%.
Spaceship Command V 2% agility per level; short train, helps in flying any ship, and allows tighter turns, to keep Angular Velocity high.
## Tactics
Most fleet interceptor tactics are fairly consistent across different hulls. Aspiring interceptor pilots should practice manual piloting at speed; YouTube has some good videos illustrating spiraling in safely to avoid gunfire, and keeping enemies at a set range while tackling them.
## Notes
You can write additional notes for Stiletto here.
## Patch History

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@@ -1,20 +0,0 @@
---
is_meta: true
last_updated: '2026-04-19T18:08:16.327472'
nav_order: 0
source: generator
title: Ships Outer
---
# Ships Outer
## Summary
Landing page for Ships Outer. Browse sub-categories and related pages.
## Sub-Categories
- [Destroyers](/ships/outer/destroyers)
- [Frigates](/ships/outer/frigates)
## Pages
- [Destroyers](/ships/outer/destroyers)
- [Frigates](/ships/outer/frigates)

View File

@@ -1,15 +0,0 @@
---
is_meta: true
last_updated: '2026-04-19T18:08:16.327558'
nav_order: 0
source: generator
title: Ships Outer Destroyers
---
# Ships Outer Destroyers
## Summary
Landing page for Ships Outer Destroyers. Browse sub-categories and related pages.
## Pages
- [Pioneer](/ships/outer/destroyers/pioneer)

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@@ -1,144 +0,0 @@
---
esi_data:
fitting_stats:
cpu_output: 320
high_slots: 4
low_slots: 2
med_slots: 3
powergrid_output: 50
rig_slots: 3
group: Destroyer
hull_stats:
hp_armor: 500
hp_shield: 1000
hp_structure: 1500
name: Pioneer
race: Unknown
skill_requirements:
- level: 1
skill_id: 89241
type_id: 89240
velocity: 200
image: /89240.png
last_updated: '2026-04-19T17:44:50.349463'
source: eve-university
source_stats:
armorem: 60
armorexp: 10
armorhp: 500
armorkin: 25
armortherm: 35
bandwidth: 20
bonuses: 201055025
capacitor: 500
cargohold: 250
class: Destroyer
cpu: 320
dronebay: 40
extrahold: 8000
extraholdtype: Mining
faction: Outer Ring Excavations
grouping: Standard Destroyers
highlights1: ''
highlights2: ''
highlights3: ''
highlights4: ''
highs: 4
hulltype: Pioneer Class
inertia: 3.0
info: 'Towards the end of YC127, new frontiers of opportunity opened up for the
miners of New Eden. To help them rise to meet these opportunities, ORE''s design
division began work on a reliable and effective ship that could outperform the
Venture without the demands of other, more advanced, vessels.
The result was the Pioneer, a ship designed to extend the reach of the nascent
miner as they build towards ever greater success.'
launchers: 0
lows: 2
mass: 1600000
maxlockedtargets: 6
maxvelocity: 200
mediums: 3
powergrid: 50
quote: Build for success, reach for adventure.
quote_attribution: ORE marketing division
reqskills: '* {{RequiredSkill|Mining Destroyer|I}}
** {{RequiredSkill|Mining|IV}}
** {{RequiredSkill|Industry|III}}
** {{RequiredSkill|Mining Frigate|III}}
*** {{RequiredSkill|Spaceship Command|I}}'
scanres: 600
sensortype: Magnetometric
sensorvalue: 8
shieldem: ''
shieldexp: 50
shieldhp: 1000
shieldkin: 40
shieldtherm: 20
shipid: 89240
shipimg: ''
shipname: Pioneer
sigradius: 80
structurehp: 1500
targetrange: 40
tech: ''
totaltraintime: 1145330
turrets: 3
variations: '{{Ship|Outrider}}, {{Ship|Pioneer Consortium Issue}}, {{Ship|Perseverance}}'
volume: 55000
warpspeed: 4.5
warptime: 6.65
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Pioneer
title: Pioneer
type_id: 89240
validation_score: 1.0
---
<img src="/89240.png" alt="Pioneer" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Pioneer is an mining destroyer, serving as a bridge between the smaller Venture mining frigate and the larger Mining Barges. Like those ships, it receives bonuses for both mining and gas cloud harvesting. Like the Venture, the Pioneer is also usable by Alpha clones.
Compared to the Venture, the Pioneer offers a higher harvesting yield, with a third turret and stronger mining yield bonus. It can also carry a spare flight of drones that the Venture cannot. However, the Pioneer lacks the inherent warp core strength bonus of the Venture.
## Skills
A Pioneer can be used with starting skills on day one.
To improve mining yield
Mining: Improves mining laser yield by 5% per skill level.
Mining Destroyer: Improves mining yield by 10% per skill level (hull bonus).
Mining Upgrades: Allows use of Mining Laser Upgrade low slot modules, boosting yield.
Mining Drone Operation: Allows for use of mining drones to further boost yield (requires Omega clone status).
Mining Precision: Improves mining laser critical success chance by 10% per skill level.
Mining Exploitation: Improves mining laser critical success bonus by 5% per skill level (requires Omega clone status).
To improve survivability
Evasive Maneuvering: Reduces align times.
Spaceship Command: Reduces align times.
Shield Management: Grants a 5% bonus to shield hit points per skill level.
Shield Upgrades: Reduces shield upgrade powergrid needs by 5%, and allows for better shield extenders to be attached.
To improve self-defense against belt rats
Drones IV: To be able to operate four drones, the amount that the Pioneer has bandwidth for.
Light Drone Operation I: Allows use of light combat drones.
To harvest gas
Gas Cloud Harvesting III: Allows for use of three gas cloud harvesters to maximize the harvest potential of the Pioneer.
## Tactics
Like other ORE mining ships, the Pioneer is not an ideal ship for combat, and any threat more dangerous than belt rats is best avoided rather than confronted. Paying good attention to D-Scan and/or local chat can bring notice to potential threats before they catch a Pioneer, particularly in riskier areas of space.
Orbiting an asteroid can help mitigate incoming damage from belt rats, but can also increase the time required to escape if a player threat nears.
## Notes
A Pioneer is the reward for completing the Fractured Legacy epic arc that was released with the Catalyst expansion. It is estimated to be completable in the length of a normal session.
## Patch History

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@@ -1,15 +0,0 @@
---
is_meta: true
last_updated: '2026-04-19T18:08:16.327521'
nav_order: 0
source: generator
title: Ships Outer Frigates
---
# Ships Outer Frigates
## Summary
Landing page for Ships Outer Frigates. Browse sub-categories and related pages.
## Pages
- [Venture](/ships/outer/frigates/venture)

View File

@@ -1,142 +0,0 @@
---
esi_data:
fitting_stats:
cpu_output: 240
high_slots: 3
low_slots: 1
med_slots: 3
powergrid_output: 45
rig_slots: 3
group: Frigate
hull_stats:
hp_armor: 175
hp_shield: 225
hp_structure: 200
name: Venture
race: Unknown
skill_requirements:
- level: 1
skill_id: 32918
type_id: 32880
velocity: 335
image: /32880.png
last_updated: '2026-04-19T17:45:03.719267'
source: eve-university
source_stats:
armorem: 60
armorexp: 10
armorhp: 175
armorkin: 25
armortherm: 35
bandwidth: 10
bonuses: 55100250
capacitor: 250
cargohold: 50
class: Frigate
cpu: 240
dronebay: 10
extrahold: 5000
extraholdtype: Mining
faction: Outer Ring Excavations
forumlinks: ''
grouping: Standard Frigates
highlights1: Bonus to Mining and Gas Harvesting
highlights2: Has Large Mining Hold
highlights3: ''
highlights4: ''
highs: 3
hulltype: Venture Class
inertia: 3.6
info: 'Recognizing the dire need for a ship capable of fast operation in unsafe
territories, ORE created the Venture. It was conceived as a vessel primed and
ready for any capsuleer, no matter how new to the dangers of New Eden they might
be, who wishes to engage in the respectable trade of mining.
The Venture has amazing abilities to quickly drill through to the ores and gases
it''s after, harvesting them at the speed necessary for mining in hostile space,
and getting out relatively unscathed.'
launchers: 0
lows: 1
mass: 1200000
maxlockedtargets: 5
maxvelocity: 335
mediums: 3
powergrid: 45
quote: Bet on your own dreams.
quote_attribution: ORE marketing division
reqskills: '* {{RequiredSkill|Mining Frigate|I}}
** {{RequiredSkill|Spaceship Command|I}}'
scanres: 750
sensortype: Magnetometric
sensorvalue: 4
shieldem: 0
shieldexp: 50
shieldhp: 225
shieldkin: 40
shieldtherm: 20
shipid: 32880
shipimg: Venture.jpg
shipname: Venture
sigradius: 40
structurehp: 200
targetrange: 15
tech: ''
totaltraintime: 250
turrets: 2
variations: '{{Ship|Venture Consortium Issue}}, {{Ship|Prospect}}, {{Ship|Endurance}}'
volume: 29500
warpspeed: 5
warptime: 5.99
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Venture
title: Venture
type_id: 32880
validation_score: 1.0
---
<img src="/32880.png" alt="Venture" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
Designed as an entry level mining ship, the Venture provides a platform for the beginner miner. Its mining hold and bonuses to yield make it an efficient miner that doesn't have to return to station every couple minutes. The stabilized warp core makes it easier for the ship to escape attackers, although it won't survive long against any decent attacker. It is also one of the only ships with bonuses to gas cloud harvesting, the other being the Prospect.
## Skills
A Venture can be used with the starting skills on day one.
To improve yield
Mining: Improves mining laser yield by 5% per skill level.
Mining Frigate: Improves mining yield by 5% per skill level (Hull bonus).
Mining Upgrades I: Allows use of Mining Upgrade low slot module, boosting yield. Only need at I.
To improve tank and survivability
Hull Upgrades: Grants a 5% bonus to armor hit points per skill level.
Shield Management: Grants a 5% bonus to shield hit points per skill level.
Shield Upgrades: Reduces shield upgrade powergrid needs by 5% reduction, and allows better shield extenders to be attached.
Jury Rigging III: Required for Shield Rigging.
Shield Rigging: Reduces shield rig drawback by 10% per skill level.
See also Shield Tanking
To use drones for some self defense against belt rats
Drones II: To be able to operate 2 drones. Level I required for Light Drone Operation.
Light Drone Operation I: Allows use of light combat drones and gives a 5% damage bonus per level.
To harvest gas
Gas Cloud Harvesting II: Allows use of gas cloud harvesters.
## Tactics
Despite being a frigate, the Venture is rather heavy (similar to Stealth Bombers), so aligning might take some time. If there's the possibility of a threat (e.g. war targets in systems nearby), it should fly prealigned like any mining vessel or any bigger ship. To stay in range of the asteroid being mined, the Higgs Anchor rig can be used (-90% velocity).
When mining in high security space (the usual activity for new miners), you are a potential target for suicide ganking. Even though Ventures are cheaper (and less desirable) targets than mining barges, you may still be attacked. There are two standard methods for avoiding this:
Orbit an asteroid nearby but not the one you are mining (once an asteroid you were orbiting becomes depleted, you will continue moving in a straight line, a big problem if you're tabbed out of EVE or AFK) and begin aligning when a threat enters your belt (e.g., a destroyer such as a Catalyst or Thrasher). By continually moving, you make it more difficult to be struck by an aggressor. If you are using an Afterburner as opposed to a Microwarpdrive, you should have this active when orbiting the asteroid and inactive when you are aligning to warp out.
Stay still. This may seem counterintuitive, but if your ship is stationary, aligning to a target takes the same amount of time regardless of which direction your ship appears to be facing. However, if you're moving (especially with an Afterburner or Microwarpdrive active), it can actually take longer to align because you may be moving in the wrong direction. This method also has no risk of getting out of range of your mining lasers.
These tactics, along with being suitably tanked (See Fitting ships for info on fitting), make you a less attractive target for suicide ganking.
The Venture is ideal for gas cloud harvesting in both known and wormhole space.
## Notes
A Venture can be obtained for free via completing the second mission given by the career agent: Industrialist (Producer).
The built-in warp core stabilization has the same effect as one active Warp Core Stabilizer (and does not prevent the use of one). As with Deep Space Transports, this means that the ship can't be kept from entering warp unless there are multiple Warp Disruptors, Warp Scramblers or a Warp Disruption Field Generator (i.e. bubbles) involved. This makes the ship somewhat safer to travel in through lowsec, nullsec or even war target infested highsec, though definitely not invulnerable to gangs of gate campers which often have multiple tackles or who will blow up the ship in a single volley.
## Patch History